Is it normal

Post/Author/DateTimePost
#1

axe64

Jun 26, 2015 2:38:24

so i been playing the D&D expeditions and i recently become bored with the game. i havnt been playing for little less than a year now and i want to enjoy it.  it seems when things g well i enjoy the game likee the party accomplishinn a task the DM gives but theres been a increasing amount of sessions where i feel like i shouldnt have even came that day. we have a task to talk to a person to get the location of a inn we need  to go to and that takes 3 hours some how.

 

the reason this takes so long as because theres multiple people arguing over what to do and soem of those peopel argue against continue the story to do stupid stuff like attemping to burn down the inn we need to go toor asking multiple NPC the DM was forced to make up the same questions over and over.  i suggest we go investigate the inn and they say no i wanna take a nap or no i wanan ask this guy about how well the inn is guarded at night or no i wanna start a fight with this player. hell this one player jsut wants to make the dm spend time narrating his epic musical performance he is doing infront of a crowd.

 

anyway im wondering if i could some how in character get people to play a little more cohesive or just leave the group all together 

 

 

#2

Imaculata

Jun 26, 2015 3:27:02

This is a tricky thing. In my own campaign, the players can sometimes spend an entire session coming up with a plan, and they all seem to be getting a lot of enjoyment out of it. I sometimes try to move things along a bit as a DM by suggesting to them that we could skip a few hours forward in time, and assume that they've all done their shopping/praying etc. But if the players are having fun, I guess it's alright if things take a long while. If there is one player such as yourself that is not enjoying this, then maybe you should talk to the DM about it.

 

Are you enjoying the campaign itself though, and the story?

#3

axe64

Jun 26, 2015 3:51:37

oh yeah im enjoyign the campaign when it doesnt come to a complete stop. it was actually going pretty well but as game progressed we got same new younger players that replaced some others and it just got worse and worse we had multiple people with cure wounds but all refused to use any spell slots for any spells even to heal themselves so one of them died.  kinda kept getting worse and worse form there on 

 

i was thinking maybe the group sicne they cant  really work as a team when they are mostly free to do what they want in game that maybe they need a party leader. and i was thinking some how having a in character party meeting and explaining in character how we arent working together and have a vote to  have a leader to ad some unity to the group all while staying in chartacter cuz you know we got big bad monsters to fight not eachother

#4

FrogReaver

Jun 26, 2015 4:34:47

axe64 wrote:
#5

Sorsohka

Jun 26, 2015 5:22:57

Explain to the player that they are playing an DDEX adventure module for Adventure League. This mean accomplishing the objective given by the module.

 

If they want a PvP session, they have to do it outside of Adventure League night.

If they want a "let's screwed up" session where they burn down the INN without reason, then do that outside of Adventure League night (since both those action are disruptive and illegal in AL)

 

The AL rule does say that you need to create a non disruptive character that will play as a party member of a group that will accomplish the objectife given by there faction (accomplishing the modules objecteves)

#6

mellored

Jun 26, 2015 9:07:48

The group makes, and breaks, the game.

#7

CCS

Jun 26, 2015 13:49:20
It happens. Sometimes things bog down into minutia. Start by discussing it with the DM. But If it keeps happening? Adjust your own playstyle & seize as much spotlight time for yourself as possible. At least that way it'll be interesting/relivant to YOU. If times going to be wasted it might as well be wasted furthering your goals....
#8

axe64

Jun 26, 2015 13:56:07

ty guys i didnt realise that being disruptive was agaisnt the rules so i wouldnt feel as bad now if i voiced my opinion about how things are going because i dont really know if its sometihng allowed or not and i wouldnt want to actualy tell peopel how to play

#9

OnionDruid

Jun 26, 2015 14:52:02
I feel like two things could really make public play for 5e into something better.

1: 1/week sessions that are combat heavy. You get your mission and backstory and get plopped down into a dungeon, mansion, wooded area or whatever knowing what must be done. You can still have roleplaying aspects but you have a set goal. These goals could be given to you by factions. Work these games somewhat like one of the newer splintervell games where you are given a mission and dropped off.

2: Give experience points to the players and not the player characters. When you gain experience points it is because you showed up. You can then award your XP to any character you have. You could even have an online place to show what legal characters you have and where you are putting the XP. This way if you want to try out a different character class or combination just to see if you like it then that XP isn't wasted on that character that you may never use again. And if you end up liking that combo you found something new that you like!

#10

axe64

Jun 26, 2015 16:09:34

one of the players are playign a chaotic neutral drow but itihnk thats jsut so peopel dotn know hes playign as chaotic evil since they do questionAable stuff like tryign to make people slaves and what not

#11

GMWalt

Jun 27, 2015 9:11:44

axe64 wrote:
#12

iserith

Jun 27, 2015 9:53:43

Here is something that I tell players at my table that tend to alleviate all of the problems you are experiencing:

 

  • Before doing or saying anything, remember to consider the goals of play by asking yourself, "Is what I'm about to do or say going to be fun for everyone at the table? Is what I'm about to do or say going to help create an exciting, memorable story?" If the answer to either of those questions is "No" or "I'm not sure," then choose to do or say something else. If you find yourself thinking, "What would my character do?" the answer is always the same: Something that is fun for everyone at the table and helps create an exciting, memorable story.
  • When hearing an idea or proposal from another player, try to find the good in it and think of ways it can work rather than ways it can't. This may mean adding to the idea to make it better. Don't shoot down the ideas of others outright - this just creates debates that stymies play. Instead, work together to take a decent idea and make it better by adding to it rather than taking away.
  • I don't expect there'll be cause for any character to attack another unless compelled by magic. Short of that, if you choose to attack or otherwise hinder another player character, the target of the attack will get to decide whether it hits, misses, or dice are involved. Remember to pass all your intended actions through the filter of the goals of play first, of course.

Further, it is very helpful for everyone, prior to the game, to agree to the general premise that the characters know each other and trust each other. They are then free to establish why that is. This provides the necessary context to allow the players to imagine reasons to back each other's play.

 

There is also probably something of an issue with how the DM is presenting scenes and the pacing of the sessions. So a suggestion for the DM would be to make sure that appropriate and fun conflicts are being brought into play to keep the players from finding that conflict among each other. Players tend to burn down taverns or the like when they are bored or frustrated. That's easy to fix as the DM: Make Stuff Happen.

 

Check my signature for some helpful links that you may like to share with the group. See also my Game Transcripts to check out the flow of a game where the principles I mention above are in effect.

#13

svendj

Jun 27, 2015 9:51:17

In some groups, the game should adhere more its name of DUNGEONS and DRAGONS. It's not called Towns and Persons for a reason.

(Reply to #11)

OnionDruid

GMWalt wrote:
#15

Mad_Jack

Jun 28, 2015 20:27:56

 

 You need to address this issue with the group itself, since any change in their behavior needs to come from them (you can't force them to change).

#16

Castillo_de_Santiago

Jun 30, 2015 17:06:39

One of the DM's jobs is to engage the players in the game. If that isn't happening, you should talk to the DM.

 

Also, you should take a look at your play style- are you assertive about participating, or do you wait for the group to act before you act?

#17

Rya.Reisender

Jul 01, 2015 1:00:44

@FrogReaver

Heh, yeah I kinda dislike town scenes too.

 

I allow my group to just split up in town, though. There's usually no reason to prevent that. Let the group decide when and where to meet again and then let each do his own thing. If there's supposed to be a surprise attack in town, I usually delay that until the group is back together (or at least has the means to run away and meet up with the others before starting to fight).

 

The bigger problem is that town play is not for everyone, so you have those 1-2 players that love to role-play and try out all kinds of stuff, while the other players sit around and are bored and just want the story to continue.