In a, very detailed, homebrew campaign being run by a fairly new DM (VTT game). He has created not only a homebrew setting, but has redone many, many, rules for the setting as well. A session is like an over-eager referee blowing their whistle at every imagined infraction. The players can hardly do anything without a rules check and routinely we get mired down in minutia (that could easily be glossed over) taking up huge chunks of time.
At least one other player has tried to explain "how irritating" things have gotten. Doesn't help that, "I didn't have time to prepare that" (it's been two real world weeks), "I didn't expect the group to go there," etc. are heard routinely. DM has some good ideas, but they are getting lost in implementation. Hate to admit it, but I actually took over for about 5 minutes last night to get things back on track and moving again, then fell asleep when things bogged down again (it was late, but still no excuse).
This is the same DM that had 3 players walk out of an earlier session due to extreme railroading. I think he's learned that lesson, but is still pushing forcing his vision onto the game play.
Just one of those situations where I can see the potential, but don't know how to get him to realize he's killing the game.
The only thing that I can think of, is that he views how an experienced DM deals with things. Railroading is something that tends to happen when someone has a specific story to tell, this is one of the major reasons I advocate for improvisation (also because it tends to have funnier results). Again, this seems like something he might be able to learn by observing an experienced DM.
Other than that, can you explain how to repurpose maps, create maps on the fly, or when a map is completely unnecessary? "I didn't have time to prepare that" and "I didn't expect the group to go there" sounds like someone that thinks that you need to have unique things prepared for every possible action and location the party my do and go, which is impossible because he can neither see into the future nor read minds. Often I give basic information about a room or situation, and then make up random details on the spot about it after my players ask.
I mean, I'm certainly interested in DMing a fully pre-built world sometime, but I wouldn't bother even gathering players until it was complete, and even then I'd still have to improvise because of the previously mentioned reasons.
Egad! This sounds tedious. Has the DM given you all a copy of the rules? Or are they just expecting you to play 5e and pick it up as you go? If it’s the first, then hopefully it calms down as everyone (including the dm) gets more familiar with the ruleset. If it’s the second, then they need to give you the rules of the world. You need a PHB. It’s only fair and reasonable.
As far as railroading and being unprepared, honestly, I would just keep going off script. Eventually they’ll get used to the idea that they need to be better prepared at least with broad strokes. One of my players has the frustrating habit of asking backstory about random nothing NPC’s. What’s their last name. Are they married. Kids. What do they do. Where are they from. All in character. And sometimes I brush it off depending on the NPC (Sorry friend, but I don’t see how that’s any of your god damn business) but sometimes there’s no real reason to not say it apart from being unprepared. So I had to learn to be better prepared for it. And so does your DM. And by making them do it, hopefully they’ll just start doing it.
As far as railroading and being unprepared, honestly, I would just keep going off script.
We have a summary of culture descriptions available, but no actual rule sets. "OH, it doesn't work that way here..." is somewhat common.
"...just keep going off script..." O.o .... I can be a fairly "evil" DM, and trying not to be an "evil" player, but this might be too good an idea to pass up. This could be fun.
To give a little more of the picture... it's not only a low magic, but also a low resource environment, so even the PHB equipment items are anywhere from 10-100 times more expensive. The new DM is so entrenched in his vision that the shop owners won't even haggle prices with the PC's. Once a PC was able to RP insult/shame a shop keep's unwillingness to haggle into a slight price break, but all attempts since then have failed. Mission rewards aren't covering the price inflation and the Rogue has already started holding back from the group. Part of that is geared towards forcing PC's to use the extensive crafting rules created for this world, but we just hit 3rd level, are still getting tools (started with zero gear - not even starting gear) and are "on the clock" to find a cure for a poison half the party has been exposed to, so can't do any extensive down time. Kind of like Todd not allowing any rest periods in HotV (j/k).
You know, in an environment where people can’t afford the basics, they usually resort to theft. Maybe mention that to the DM. Then let them know that you’re watching a couple of stores to get an idea of their working hours and security. And where they live. And merchant roads.
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In a, very detailed, homebrew campaign being run by a fairly new DM (VTT game). He has created not only a homebrew setting, but has redone many, many, rules for the setting as well. A session is like an over-eager referee blowing their whistle at every imagined infraction. The players can hardly do anything without a rules check and routinely we get mired down in minutia (that could easily be glossed over) taking up huge chunks of time.
At least one other player has tried to explain "how irritating" things have gotten. Doesn't help that, "I didn't have time to prepare that" (it's been two real world weeks), "I didn't expect the group to go there," etc. are heard routinely. DM has some good ideas, but they are getting lost in implementation. Hate to admit it, but I actually took over for about 5 minutes last night to get things back on track and moving again, then fell asleep when things bogged down again (it was late, but still no excuse).
This is the same DM that had 3 players walk out of an earlier session due to extreme railroading. I think he's learned that lesson, but is still
pushingforcing his vision onto the game play.Just one of those situations where I can see the potential, but don't know how to get him to realize he's killing the game.
The only thing that I can think of, is that he views how an experienced DM deals with things. Railroading is something that tends to happen when someone has a specific story to tell, this is one of the major reasons I advocate for improvisation (also because it tends to have funnier results). Again, this seems like something he might be able to learn by observing an experienced DM.
Other than that, can you explain how to repurpose maps, create maps on the fly, or when a map is completely unnecessary? "I didn't have time to prepare that" and "I didn't expect the group to go there" sounds like someone that thinks that you need to have unique things prepared for every possible action and location the party my do and go, which is impossible because he can neither see into the future nor read minds. Often I give basic information about a room or situation, and then make up random details on the spot about it after my players ask.
I mean, I'm certainly interested in DMing a fully pre-built world sometime, but I wouldn't bother even gathering players until it was complete, and even then I'd still have to improvise because of the previously mentioned reasons.
Egad! This sounds tedious. Has the DM given you all a copy of the rules? Or are they just expecting you to play 5e and pick it up as you go? If it’s the first, then hopefully it calms down as everyone (including the dm) gets more familiar with the ruleset. If it’s the second, then they need to give you the rules of the world. You need a PHB. It’s only fair and reasonable.
As far as railroading and being unprepared, honestly, I would just keep going off script. Eventually they’ll get used to the idea that they need to be better prepared at least with broad strokes. One of my players has the frustrating habit of asking backstory about random nothing NPC’s. What’s their last name. Are they married. Kids. What do they do. Where are they from. All in character. And sometimes I brush it off depending on the NPC (Sorry friend, but I don’t see how that’s any of your god damn business) but sometimes there’s no real reason to not say it apart from being unprepared. So I had to learn to be better prepared for it. And so does your DM. And by making them do it, hopefully they’ll just start doing it.
We have a summary of culture descriptions available, but no actual rule sets. "OH, it doesn't work that way here..." is somewhat common.
"...just keep going off script..." O.o .... I can be a fairly "evil" DM, and trying not to be an "evil" player, but this might be too good an idea to pass up. This could be fun.
To give a little more of the picture... it's not only a low magic, but also a low resource environment, so even the PHB equipment items are anywhere from 10-100 times more expensive. The new DM is so entrenched in his vision that the shop owners won't even haggle prices with the PC's. Once a PC was able to RP insult/shame a shop keep's unwillingness to haggle into a slight price break, but all attempts since then have failed. Mission rewards aren't covering the price inflation and the Rogue has already started holding back from the group. Part of that is geared towards forcing PC's to use the extensive crafting rules created for this world, but we just hit 3rd level, are still getting tools (started with zero gear - not even starting gear) and are "on the clock" to find a cure for a poison half the party has been exposed to, so can't do any extensive down time. Kind of like Todd not allowing any rest periods in HotV (j/k).
You know, in an environment where people can’t afford the basics, they usually resort to theft. Maybe mention that to the DM. Then let them know that you’re watching a couple of stores to get an idea of their working hours and security. And where they live. And merchant roads.