Hi all, while I only have a few DnD campaigns under my belt as a DM, I have GM'd a fee other ttrpgs. I consider myself quite an enabling and collaborative GM. I want my players to get the best they can out of the story that we tell together.
Lately though, I find myself getting more than a little aggravated at one certain player's requests. So am wondering if anyone has suggestions on how to handle these interactions with said player.
A little background, the world is a homebrew. It's a place where someone or something is keeping technology from progressing, and is ultimately responsible for the destruction of any kingdom, empire or alliance that gets too big or powerful. In said world I *really" didn't want firearms. I was going to allow cannons on ships but that really was at a push.
Said player came to the group and early on had crafted one of 'those' characters which had a backstory that is way too involved for a level one character. So, I allowed them to start at a slightly higher level. I also allowed them a pistol that would be single shot and maybe was an old relic or something that had been created but kept secret. In my eyes a big point to concede, but fair if it allowed said player to have more fun.
Sadly, they've now started asking to multiclass into the Critical Role gunslinger and I have to say I think it'd be far too broken to allow so I said no. That in turn caused me to look again at how their rogue worked and all the nuance...to try and be fair in deciding about their request.
Since I turned them down I feel like communications are getting strained. I worry that they're going to keep asking for concessions that either are a bit cheeky, or are going to become problematic as the campaign progresses.
Obviously, I can't speak to their side of this, but I'd appreciate thoughts and opinions on this. Am I being unfair? How far should I put up with what feels like petulant responses to communications?
As always, talking it out is going to be the first step. Explain to this player how even the allowance of the gun was out there, as it sounds like you had zero intention of having firearms available or present, prior to the request? If so, that is a BIG allowance all by itself. It has opened the potential for major power shifts, if you want, cannons, bombs and the like. A lot of DM's (myself included) would have allowed a hand crossbow build/design that kind of gave a pistol feel to it, and set the bar there, as for how far allowances would go. I would propose making sure they understand you are willing to work with some customization of things to better immerse the player, but major alterations to actual game mechanics will be a no-go. There is already a TON of work involved in running games and adding to it the reworking, balancing and managing of alternate game mechanics turns the fun park of D&D into work most times, which takes a lot of the fun from running games.
Make sure they understand there is a huge array of options, well within the rules and such as printed that they can use to create a truly unique and interesting and most importantly, fun character, without turning the game into a major work project for you. Maybe even look over their class/subclass and see what could be done or picked as a MC to give them the perks and fun stuff they are seeking. Flavor is everything, so a cantrip or something that adds damage to an attack can sound off like a gunshot if they want, or deal bludgeoning or force damage, or whatever.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Yeah, all good thoughts. And yes, I do intend to talk to the player a bit about this, but the tone from both of us has shifted in a direction I don't like. It's why I guess I'm asking for people's read on the situation.
They have never played a Rogue (Inquisitive) before, so there'll be a learning curve while they figure out how hard to hit and how much damage a rogue can deal out. I also feel like they are less experienced than I am thinking which may be making it difficult for them.
I just don't want tense conversations, or negative tone shifts to degrade into something worse. As a player I've seen how tension between a DM and player can lead to one or more people quitting a game or just flat out not having fun anymore. It for sure makes it all very difficult.
As to the suggestion of a hand crossbow, I'll consider that should the pistol ever irreparably break (though I'm hoping that doesn't happen as I feel like I'd be accused of railroading in that circumstance). That's quite helpful and I wish I'd have thought of it first time round.
Said player came to the group and early on had crafted one of 'those' characters which had a backstory that is way too involved for a level one character. So, I allowed them to start at a slightly higher level.
For future reference. The solution to this is to tell the player to re-write the backstory. Not to reward them.
Honestly, overall, this sounds like a problem player. The conversation needs to be blunt when you explain that it's your world, and they can make whatever character they want within the confines of that world, but they need to color inside the lines. If a player came up with a backstory that gave them access to the Millennium Falcon, you'd say no. A pistol is a difference in scale, but its similar in kind. You said they don't exist; the player shows up with one. The player was wrong.
You can still do the hand crossbow thing. You are allowed to change your mind. Just say you thought about it, and mechanically, it will be much easier and more balanced if they just use a re-skinned hand crossbow for their pistol. Or say you thought about it, and they can't have a functioning pistol at all. Either pitch it entirely or make finding the way to make it work into a character-related side quest.
Be very careful in giving in to this person. You could end up getting bullied into changing the game to one you don't want to play. It is always an option for you to tell them "This really isn't working out. Our playstyles don't seem to mesh well. I think you need to find a different game."
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Hi all, while I only have a few DnD campaigns under my belt as a DM, I have GM'd a fee other ttrpgs. I consider myself quite an enabling and collaborative GM. I want my players to get the best they can out of the story that we tell together.
Lately though, I find myself getting more than a little aggravated at one certain player's requests. So am wondering if anyone has suggestions on how to handle these interactions with said player.
A little background, the world is a homebrew. It's a place where someone or something is keeping technology from progressing, and is ultimately responsible for the destruction of any kingdom, empire or alliance that gets too big or powerful. In said world I *really" didn't want firearms. I was going to allow cannons on ships but that really was at a push.
Said player came to the group and early on had crafted one of 'those' characters which had a backstory that is way too involved for a level one character. So, I allowed them to start at a slightly higher level. I also allowed them a pistol that would be single shot and maybe was an old relic or something that had been created but kept secret. In my eyes a big point to concede, but fair if it allowed said player to have more fun.
Sadly, they've now started asking to multiclass into the Critical Role gunslinger and I have to say I think it'd be far too broken to allow so I said no. That in turn caused me to look again at how their rogue worked and all the nuance...to try and be fair in deciding about their request.
Since I turned them down I feel like communications are getting strained. I worry that they're going to keep asking for concessions that either are a bit cheeky, or are going to become problematic as the campaign progresses.
Obviously, I can't speak to their side of this, but I'd appreciate thoughts and opinions on this. Am I being unfair? How far should I put up with what feels like petulant responses to communications?
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
As always, talking it out is going to be the first step. Explain to this player how even the allowance of the gun was out there, as it sounds like you had zero intention of having firearms available or present, prior to the request? If so, that is a BIG allowance all by itself. It has opened the potential for major power shifts, if you want, cannons, bombs and the like. A lot of DM's (myself included) would have allowed a hand crossbow build/design that kind of gave a pistol feel to it, and set the bar there, as for how far allowances would go. I would propose making sure they understand you are willing to work with some customization of things to better immerse the player, but major alterations to actual game mechanics will be a no-go. There is already a TON of work involved in running games and adding to it the reworking, balancing and managing of alternate game mechanics turns the fun park of D&D into work most times, which takes a lot of the fun from running games.
Make sure they understand there is a huge array of options, well within the rules and such as printed that they can use to create a truly unique and interesting and most importantly, fun character, without turning the game into a major work project for you. Maybe even look over their class/subclass and see what could be done or picked as a MC to give them the perks and fun stuff they are seeking. Flavor is everything, so a cantrip or something that adds damage to an attack can sound off like a gunshot if they want, or deal bludgeoning or force damage, or whatever.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Yeah, all good thoughts. And yes, I do intend to talk to the player a bit about this, but the tone from both of us has shifted in a direction I don't like. It's why I guess I'm asking for people's read on the situation.
They have never played a Rogue (Inquisitive) before, so there'll be a learning curve while they figure out how hard to hit and how much damage a rogue can deal out. I also feel like they are less experienced than I am thinking which may be making it difficult for them.
I just don't want tense conversations, or negative tone shifts to degrade into something worse. As a player I've seen how tension between a DM and player can lead to one or more people quitting a game or just flat out not having fun anymore. It for sure makes it all very difficult.
As to the suggestion of a hand crossbow, I'll consider that should the pistol ever irreparably break (though I'm hoping that doesn't happen as I feel like I'd be accused of railroading in that circumstance). That's quite helpful and I wish I'd have thought of it first time round.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
For future reference. The solution to this is to tell the player to re-write the backstory. Not to reward them.
Honestly, overall, this sounds like a problem player. The conversation needs to be blunt when you explain that it's your world, and they can make whatever character they want within the confines of that world, but they need to color inside the lines. If a player came up with a backstory that gave them access to the Millennium Falcon, you'd say no. A pistol is a difference in scale, but its similar in kind. You said they don't exist; the player shows up with one. The player was wrong.
You can still do the hand crossbow thing. You are allowed to change your mind. Just say you thought about it, and mechanically, it will be much easier and more balanced if they just use a re-skinned hand crossbow for their pistol. Or say you thought about it, and they can't have a functioning pistol at all. Either pitch it entirely or make finding the way to make it work into a character-related side quest.
Be very careful in giving in to this person. You could end up getting bullied into changing the game to one you don't want to play. It is always an option for you to tell them "This really isn't working out. Our playstyles don't seem to mesh well. I think you need to find a different game."