I just recently started a New campaign with realy good friends who never played dnd before. So they asked me to play dnd with me for the New year and i said yes so i prepared the campaign its an homade campaign that i wanted to try for à while so i was happy to put it to use
But the way i narates my game are based a lot around the description of the invironment characters etc. And roleplay is an important part of the way do my campaign so i warned them directly so no one is surprised at the end. But i quickly realise that it didnt interest them, infact it's not that theyre not interested it's that they dont care. Cause as i was describing an important place for the campaign one of my player just looked at me and say i quote (i dont give a ****) so i was à bit surprised Cause we where alrady à feu hours in the game
So after that i started to stop descrybing and just said the essential and it seems to work. But i also had to stop interaction with characters and just saying directly wat the character ad to say without anymore informations, because they just refuse to play their character outside of combat or situation a like
So i was wondering if i should change my ways of narating after years of using it without issue just because they dont like it?
And its not the only issue i have with this party. The maine one i think is that i think is the toxicity of one player. Like the fact that if things dont go his way he will allways get angry like the fact that as à lvl5 ranger he has less hp than the lvl5 paladin or the lvl10 warlock, or even the times when he failed to hit an enemy so he decided to sleep during the rest of the fight. I never thought he would be like that cause i was scared that the warlock would be toxic cause at the start he just wanted to kill his party and every npc he met just for the fun but i managed to chage his mind later before the first session so i was happy but i really wasnt expecting the ranger behavior and thats witout talking of the paladin that spend nearly all the time of the session on his phone
You should have a talk with each one of them individually to get their expectation of the game as well as what you're expecting from your players....and see what you can do with this. I suggest to start your discussion by asking how they have found the game so far....and let the pieces fall into place ...
I don't know how many players are in your game, one could assume the 3 that you've mentioned and obviously, the level difference comes to mind as this could be perceived as unfair and on a different power level completely. Something that they would raise themselves during a discussion with you.
My first impression would lead to think that a dungeon crawl would meet their party expectation but the toxic players either need to change their behavior or leave the game.... This could also mean to stop playing if losing a player is not an option.
If the players are all new to role-playing, then it might be worth discussing what role-playing is about - trying to act in the role of somebody else in various different situations (the situations that you, as the DM, describes).
I feel like people tend to overlook the fact that the DM has the right to enjoy their own game too. Yes, ensuring the players are having fun is a responsibility of a dungeon master, but not at the expense of the dungeon master's fun.
You have options. You could try changing your style and see how it goes. You could have a talk with your players about what they want and work out a compromise. You could draw a line in the sand and suggest the unhappy players find a new group. You could ignore it and give it time; maybe people will change their minds.
Not all players and DMs are good matches. If you really like the way you run your game and your enjoyment would suffer if you changed things, perhaps you part ways and find players who are looking for the same experience you are. No D&D is better than bad D&D. No matter what, though, open and honest communication is always a good place to start.
at this point i'm a little surprised that there's no official one-shot for testing the waters with a group of new folks that suddenly fall into a DM's lap. something like waking up in a kobold prison or on a boat in a storm. anything in medias res will do as long as there's an initial moment of group togetherness (of adjustable length depending on their chemistry), followed by some flexible stealth/fight/charm corridor and a boss-level obstacle. ideally there'd be carefully tailored hooks that would allow players to express their desires through actions. will they role play? are the characters curious? are they only interested in gold and blood?
there's just nothing more mortifying than hearing someone cool ask if there's a snake in that aquarium and then you misinterpreting that as an invitation to reveal your entire creepy reptile collection during feeding time. levels of intensity and all, you know?
I agree with what others have said. It is important to give players what they want (within reason) and to set expectations of what D&D is and what it is not. If you have one player who is ruining the game, you might talk to them directly about the problems they are creating. If it still doesn't get better, you might bar them from the game.
I have had this happen before when running couples (x3) D&D. Although none of the wives loved the game, one wife it particular wasn't into it and made it less fun for all. I ended up doing a husband only group instead and we are all better for it.
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Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Should a DM in general adapt the game to best suit the players? Yes, to some degree. You have to know your audience and what they are looking for or there just isn't going to be a game at all. You could run the coolest game ever but if the players want something different, they are going to stop playing or actively disrupt it.
But with that in mind, you do need to have fun too. Both the DM and the players have to want some of the same things in a game for it to work. Otherwise you're just doing a job you don't like for other people to have fun at the expense of your time.
And it sounds like you have bigger issues with these players. A lot of new players don't know what to expect. And at times that can lead to them doing extremely unhelpful things because they don't understand how it can mess up a game. The infinite freedom that a TTRPG allows leads some new players to go completely wild. For whatever reason, being told they can do whatever they want makes some players turn into instant murder hobos and chaos gremlins. It sounds fun to them, and they don't understand that it generally makes a game fall apart. Someone looking right at you and saying they don't give a crap is pretty rude by any standards.
It might be that they didn't know how to express their individual problem. Maybe they are overwhelmed with the idea of keeping up with a detailed world right out of the gate. Maybe they don't understand roleplaying and it's scaring them. Maybe they just want to hit things and are bored by lengthy descriptions. It doesn't excuse the behavior, but some of these are problems you can work with. You can tone down the RP a little until they get the hang of it.
They might have even thought that they were roleplaying. Some players think RPing a cool detached loner is fun, and by saying they don't care, they meant that the character isn't interested in the environment because they are just too cool for it. It's a common pitfall for new players especially and they don't know why it's counterproductive.
But it could also just be that the player is a total jerk, and you'll never have fun with them in DnD. We aren't there at the table to be able to read the players ourselves. The best we can say is to have a conversation with each of them individually. Ask what they like about the game and what they don't. Tell them you usually like heavy RP and detailed worlds. And just see why that might not be appealing to them. They might give you a lot of good reasons that they are confused and lost. Or you could find out that they just don't like the game at all and save you all some headaches.
Don't be surprised if it takes some gentle coaxing. You'll have to not be defensive, and let them know you just want everyone to have more fun. Because often friends and family don't want to hurt your feelings. (Though that might not be a problem with at least one of them..)
I am curious why there is such a gap in character levels. That can lead some players to feel like they don't matter if one character is doing all the cool stuff. Whatever the reason, I wish you luck!
So there are a few things I'm seeing here which are problems:
1: You said that you have 2 level 5 characters and a level 10 character. This is a huge difference - the things which challenge the level 10 will kill the level 5s, and the things to challenge the level 5s will be instantly dealt with by the level 10. This will likely make any players who are concerned with things beng equal become sour.
2: A player told you outright that they don't care about the environment, your descriptions, or what you're saying. If they told me that, I would simply say "ok, thanks for playing. I'll take control of your character until there's a decent point for them to leave as well.", and would continue the game with the other players. That level of disrespect is uncalled for and outright rude. You're putting effort into this, if someone tells you they "Don't give a ****" then tell them to leave. No second chances, that's too damn rude.
3: Assuming a hypothetical where it's more about the players beng more engaged in combat than roleplay (rather than being ungrateful and rude), I've found giving it time helps. Most people build their characters around what they can do in combat. Spacing out levelling up so that the novelty of their new abilities and combos wears off will encourage them to seek other means of engaging as their character. You can't force roleplay, but you can build an environment which encourages it. If a character never engages i nroleplay, you can either make non-combat encounters which might interest them, or just accept that some people get their kicks from the combat!
In sentiment, yes, I believe that the DM needs to gauge how they present the game to the group base on group enjoyment. I use maps, albeit crude hand-sketched ones, because some of my players struggle with theatre of the mind. That's not a fault of theirs, and I am adjusting my method of delivery to make sure that everyone is more engaged. Similarly, I have a few characters in my game which are more silly, and others which are more serious. The way I describe things is slightly different for each player, because I can imagine the artificer who wants to be a comicbook hero trying to stop a careening wagon like Spiderman and ruining the cobbles in the street (which the cobbler was just laying), whereas when the more serious character uses her dark magic to intimdate, the scene they set is not funny, it's serious, and I treat it that way. By doing this, I manage to keep a variety of playstyles happy in a single campaign, and it makes for really good inter-party relations!
i was describing an important place for the campaign one of my player just looked at me and say i quote (i dont give a ****) so i was à bit surprised Cause we where alrady à feu hours in the game
Remind them the game is Dungeons and Dragons, not Dungeons and Edgelords. There is no excuse for someone to act like that in a game. If they don't care, then why did they sit down at the table to play?
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I just recently started a New campaign with realy good friends who never played dnd before. So they asked me to play dnd with me for the New year and i said yes so i prepared the campaign its an homade campaign that i wanted to try for à while so i was happy to put it to use
But the way i narates my game are based a lot around the description of the invironment characters etc. And roleplay is an important part of the way do my campaign so i warned them directly so no one is surprised at the end. But i quickly realise that it didnt interest them, infact it's not that theyre not interested it's that they dont care. Cause as i was describing an important place for the campaign one of my player just looked at me and say i quote (i dont give a ****) so i was à bit surprised Cause we where alrady à feu hours in the game
So after that i started to stop descrybing and just said the essential and it seems to work. But i also had to stop interaction with characters and just saying directly wat the character ad to say without anymore informations, because they just refuse to play their character outside of combat or situation a like
So i was wondering if i should change my ways of narating after years of using it without issue just because they dont like it?
And its not the only issue i have with this party. The maine one i think is that i think is the toxicity of one player. Like the fact that if things dont go his way he will allways get angry like the fact that as à lvl5 ranger he has less hp than the lvl5 paladin or the lvl10 warlock, or even the times when he failed to hit an enemy so he decided to sleep during the rest of the fight. I never thought he would be like that cause i was scared that the warlock would be toxic cause at the start he just wanted to kill his party and every npc he met just for the fun but i managed to chage his mind later before the first session so i was happy but i really wasnt expecting the ranger behavior and thats witout talking of the paladin that spend nearly all the time of the session on his phone
Sorry to be like that i feel like im taking that probably too seriously but it's just that i never had those kind of issues before
If your style doesn't engage your players, you have two choices: change your style, or give up on the game.
You should have a talk with each one of them individually to get their expectation of the game as well as what you're expecting from your players....and see what you can do with this. I suggest to start your discussion by asking how they have found the game so far....and let the pieces fall into place ...
I don't know how many players are in your game, one could assume the 3 that you've mentioned and obviously, the level difference comes to mind as this could be perceived as unfair and on a different power level completely. Something that they would raise themselves during a discussion with you.
My first impression would lead to think that a dungeon crawl would meet their party expectation but the toxic players either need to change their behavior or leave the game.... This could also mean to stop playing if losing a player is not an option.
If the players are all new to role-playing, then it might be worth discussing what role-playing is about - trying to act in the role of somebody else in various different situations (the situations that you, as the DM, describes).
I feel like people tend to overlook the fact that the DM has the right to enjoy their own game too. Yes, ensuring the players are having fun is a responsibility of a dungeon master, but not at the expense of the dungeon master's fun.
You have options. You could try changing your style and see how it goes. You could have a talk with your players about what they want and work out a compromise. You could draw a line in the sand and suggest the unhappy players find a new group. You could ignore it and give it time; maybe people will change their minds.
Not all players and DMs are good matches. If you really like the way you run your game and your enjoyment would suffer if you changed things, perhaps you part ways and find players who are looking for the same experience you are. No D&D is better than bad D&D. No matter what, though, open and honest communication is always a good place to start.
at this point i'm a little surprised that there's no official one-shot for testing the waters with a group of new folks that suddenly fall into a DM's lap. something like waking up in a kobold prison or on a boat in a storm. anything in medias res will do as long as there's an initial moment of group togetherness (of adjustable length depending on their chemistry), followed by some flexible stealth/fight/charm corridor and a boss-level obstacle. ideally there'd be carefully tailored hooks that would allow players to express their desires through actions. will they role play? are the characters curious? are they only interested in gold and blood?
there's just nothing more mortifying than hearing someone cool ask if there's a snake in that aquarium and then you misinterpreting that as an invitation to reveal your entire creepy reptile collection during feeding time. levels of intensity and all, you know?
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
I agree with what others have said. It is important to give players what they want (within reason) and to set expectations of what D&D is and what it is not. If you have one player who is ruining the game, you might talk to them directly about the problems they are creating. If it still doesn't get better, you might bar them from the game.
I have had this happen before when running couples (x3) D&D. Although none of the wives loved the game, one wife it particular wasn't into it and made it less fun for all. I ended up doing a husband only group instead and we are all better for it.
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Should a DM in general adapt the game to best suit the players? Yes, to some degree. You have to know your audience and what they are looking for or there just isn't going to be a game at all. You could run the coolest game ever but if the players want something different, they are going to stop playing or actively disrupt it.
But with that in mind, you do need to have fun too. Both the DM and the players have to want some of the same things in a game for it to work. Otherwise you're just doing a job you don't like for other people to have fun at the expense of your time.
And it sounds like you have bigger issues with these players. A lot of new players don't know what to expect. And at times that can lead to them doing extremely unhelpful things because they don't understand how it can mess up a game. The infinite freedom that a TTRPG allows leads some new players to go completely wild. For whatever reason, being told they can do whatever they want makes some players turn into instant murder hobos and chaos gremlins. It sounds fun to them, and they don't understand that it generally makes a game fall apart. Someone looking right at you and saying they don't give a crap is pretty rude by any standards.
It might be that they didn't know how to express their individual problem. Maybe they are overwhelmed with the idea of keeping up with a detailed world right out of the gate. Maybe they don't understand roleplaying and it's scaring them. Maybe they just want to hit things and are bored by lengthy descriptions. It doesn't excuse the behavior, but some of these are problems you can work with. You can tone down the RP a little until they get the hang of it.
They might have even thought that they were roleplaying. Some players think RPing a cool detached loner is fun, and by saying they don't care, they meant that the character isn't interested in the environment because they are just too cool for it. It's a common pitfall for new players especially and they don't know why it's counterproductive.
But it could also just be that the player is a total jerk, and you'll never have fun with them in DnD. We aren't there at the table to be able to read the players ourselves. The best we can say is to have a conversation with each of them individually. Ask what they like about the game and what they don't. Tell them you usually like heavy RP and detailed worlds. And just see why that might not be appealing to them. They might give you a lot of good reasons that they are confused and lost. Or you could find out that they just don't like the game at all and save you all some headaches.
Don't be surprised if it takes some gentle coaxing. You'll have to not be defensive, and let them know you just want everyone to have more fun. Because often friends and family don't want to hurt your feelings. (Though that might not be a problem with at least one of them..)
I am curious why there is such a gap in character levels. That can lead some players to feel like they don't matter if one character is doing all the cool stuff. Whatever the reason, I wish you luck!
So there are a few things I'm seeing here which are problems:
1: You said that you have 2 level 5 characters and a level 10 character. This is a huge difference - the things which challenge the level 10 will kill the level 5s, and the things to challenge the level 5s will be instantly dealt with by the level 10. This will likely make any players who are concerned with things beng equal become sour.
2: A player told you outright that they don't care about the environment, your descriptions, or what you're saying. If they told me that, I would simply say "ok, thanks for playing. I'll take control of your character until there's a decent point for them to leave as well.", and would continue the game with the other players. That level of disrespect is uncalled for and outright rude. You're putting effort into this, if someone tells you they "Don't give a ****" then tell them to leave. No second chances, that's too damn rude.
3: Assuming a hypothetical where it's more about the players beng more engaged in combat than roleplay (rather than being ungrateful and rude), I've found giving it time helps. Most people build their characters around what they can do in combat. Spacing out levelling up so that the novelty of their new abilities and combos wears off will encourage them to seek other means of engaging as their character. You can't force roleplay, but you can build an environment which encourages it. If a character never engages i nroleplay, you can either make non-combat encounters which might interest them, or just accept that some people get their kicks from the combat!
In sentiment, yes, I believe that the DM needs to gauge how they present the game to the group base on group enjoyment. I use maps, albeit crude hand-sketched ones, because some of my players struggle with theatre of the mind. That's not a fault of theirs, and I am adjusting my method of delivery to make sure that everyone is more engaged. Similarly, I have a few characters in my game which are more silly, and others which are more serious. The way I describe things is slightly different for each player, because I can imagine the artificer who wants to be a comicbook hero trying to stop a careening wagon like Spiderman and ruining the cobbles in the street (which the cobbler was just laying), whereas when the more serious character uses her dark magic to intimdate, the scene they set is not funny, it's serious, and I treat it that way. By doing this, I manage to keep a variety of playstyles happy in a single campaign, and it makes for really good inter-party relations!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Are you enjoying yourself more that 70% then yes change your ways. If you are unhappy, dump the group.
No Gaming is Better than Bad Gaming.
Remind them the game is Dungeons and Dragons, not Dungeons and Edgelords. There is no excuse for someone to act like that in a game. If they don't care, then why did they sit down at the table to play?