Monday, June 14, 2010

Dungeon Master as Civil Servant




Am I too easy as a DM? Is this really a low paying (read: non-paying) job that forgoes my fun or frivolity for the service to others?

I started as much an adversarial DM as anybody from my time. That’s how D&D games were generally approached back then, especially by young boys. Characters were a bunch of Elmer Fudd’s with sub-par physical characteristics, walking unwittingly into the torture and humiliation chambers of the DM as Bugs Bunny. It was a very sadomasochistic relationship. You go into a dungeon, you press a button, and *kablooey* you were more often than not dead, as the DM laughed and snickered as if you are some dumbass he has gotten one over on.

The main thing that got me out of that mind set by the early 80’s was having girls at the game. Especially in the case of a girlfriend, it was hard to have them setting off traps and falling into pits. So it was girls that started my softening, I think. Had me go more in a high adventure frame of mind. Twas Beauty killed the Beast.

Then from the mid-80’s on I went through a certain phase of causing characters more emotional anguish than actually pain and death from traps or unbeatable monsters. Most of my players in the late 80’s and the 90’s were newbies to gaming, and lots of death and carnage heaped upon them can turn these new players off. But kill their family or pit them against the other players and you’ve lit a fire under their ass. They love the drama, and it has much more emotional weight than tricky dungeons and screwjob traps.

Death among characters has become a rare thing in my games, and even in my long Cthulhu campaigns of the 90’s, there was some insanity brought on but not much death (although more than in most genres I run). And in my Champions games, forget about it. You aren’t supposed to die there.

But I think my softening over all those years that worked pretty well with newbies in the 90’s is not serving me that well as DM in my latest group. For this new group I had one old player from the 90’s, Terry, along for the ride. Terry was always a good player. Although she internalized a lot of her characters stuff, she was consistent and not at all a power gamer, meta-gamer, or complainer. She just played.

But everybody else who started in this new group had experience with the game (one version or another of it), and at least a couple of them came in with power gaming backgrounds and desires. I especially think Andy and big Dan, like sharks, sensing my softness when it comes to characters, were a bit too obvious in their power-gamery at first. Andy pressed me a lot for things, and because he is our host I often cracked and gave him what he wanted early on. He sort of softened on that, but Dan still hits me with “player entitlement” attitudes that chap my ass. He wants more more more, and the more you give the more he wants. He is a good guy, but Dan more than anybody is getting me more in the mindset of my youth “Fuck the characters, I am God here. Bend to my will and die in my goddamn dungeon.” Dan even seems to want my rolls made out in the open (I think any time I have an NPC make a saving throw against his charm person or whatever, he assumes I’m fudging). I let this guy run a female drow, a race I am sure he is running just because it is so powerful in Unearthed Arcana, and he has made me (and some of the others players) regret it all the way.

What am I, a civil servant? This is my world! I call the shots! I don’t work for you, you are here to play in my game not be served.

I was especially hardened recently when I ran some sessions of Star Wars Saga: Knights of the Old Republic for a group of middle-age Star Wars fans who had played together for years, but were complete strangers to me. A couple of them were actually quite cool at first, but it was apparent by the second game or so that I was looked upon as somebody coming and serving them up a game like it was a job or something. When the session was over, they didn’t even want to socialize with me. They waited until I left (as it turned out) to talk about the game and how I was doing. Can you believe that shit? Especially the host, Joyce, seemed to have had an idea of how the game should be run (like one of the lame-o movies I guess). If things didn’t go her characters way, she would even get pissy and go sit in a corner (this lady is well into her 50’s, by the way, so she was no kid). She seemed to have paranoia about NPC’s, and the fact that I had a really interesting NPC be a catalyst for the adventure drove her nuts, even though he was very much in the background. The slag even had the balls to tell me “you can’t run the game like that, we are used to it like this and that…”. I went home that night after the fourth session and wrote them an email telling them I was done with the game probably as they were still standing around the table discussing my “Performance”. Didn’t even get a “thanks for trying.”

So the last year or so of experience has me starting to rethink my “player friendly DM” attitude of the 90’s. I’m kind of tired of being soft. I don’t want to be a dick DM, but I really think at least a couple of my players need a less kind hand and some hard truth that I am not from a soft DM background. Some hard lessons need to be learned. Some damn characters need to die!

I’m not your D&D civil servant or underling. I’m your damn Game master! The next few games…watch out!

“Hell is coming for breakfast!” – from The Outlaw Josie Wales

13 comments:

  1. That Star Wars story is is so lame. I'm not surprised, though. People can be such dicks.

    Regarding character death, I hate to kill PCs, too. Sometimes, though, if a player senses the GM will never waste them, I think they stop caring or start screwing around. I think it's okay to bring the benevolent hammer when you have to.

    Peace,
    Christian

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  2. King Leonidas said it best, "We...are...DM'S!!!"

    He said that, right? No? Well, he meant to.

    I feel your pain, Brunomac. Been there, DM'd games along the same "evolutionary" path as you described, etc. We cannot make everyone happy ALL of the time. We shouldn't try to. That doesn't mean not to plan an enjoyable game, but it has to go how it goes naturally.

    Games are usually at their best because everyone is in THE MOMENT. If a DM or Player can't understand that, then they should take their ball and go home. It HAS to be a give and take for all participants. The DM has to respect the players' needs and the Players have to respect the DM's playground.

    Players shouldn't expect ALL DM's to give them the same game; DM's can't expect all players to play the same game as other players. Especially when everyone is new to each other. I have had a player or two like the woman you described. Usually, I could read them well enough to use the right "hook" and then the fun begins. Sometimes, no matter what you try, they'll get out the hammer and nails and insist your the Son of God and it's their duty to do what is naturally required by The Almighty.

    Don't let incidents like this release "The Beast" of old. Roll with it. Be the best DM you can be. Bend where you need to bend, and be a Juggernaut when you have to. Good players will expect this and appreciate it. Spoiled or poor sportsman Players need a reality check.

    Roll steady!

    Ciao!
    GW

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  3. In any case, I hope you and your group are satisfied with whatever changes you make.

    Best,

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  4. Roll in the open. That way you can't give them a touch of fear without being "mean".

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  5. Great post. House rules that benefit the characters can be okay, but when the players expect you to hand out the bonuses like candy (to a bunch of children, no less!), then it might be time to bring down the hammer.

    In a good way. ;)

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  6. Nice post. Good grief it can be hard being the DM. I play with a lot of my closest friends and the distance the position brings makes it hard for me to really socialize after or before the games. I always feel soft though I did kill a character last game (and a new player too!). Anyway I don't know what to do half the time either.

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  7. I feel your pain ... every game is a relationship between players and GM and has to be worked out on everyone's terms.

    If you think players feel entitled over the GM, just try being a *designer* on a long-standing game with lots of fan involvement ...

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  8. I understand the problem. For years, I thought that it's incorrect to kill player characters as they are run by my friends.

    Then they started to expect things...
    Expect that their fighters will get magical weapons (always the type they're specialized in), mages will receive tons of new spell - every spell in the Player's Handbook, without the copying cost, of course.

    There came a silent 'FUCK YOU' on my side. It wasn't fun for me. From that point on, I'm known as the killer DM of the group. This happened some 10 years ago. Most of my players learnt to use their brains and think before acting. Some of them just keep losing characters.

    After 8 years of DMing (and being a player only once a year), I thought maybe I was to hard. My last campaign ended with one character killed by a death spell and another taken away by Slaads. They were characters of players who learnt to roll with the punches (the two other critical players weren't present), so I allowed the survings character to sacrafice himself to save the others, then sat back to the player's seat and let someone else being the DM.

    We played his campaign for nearly a year and I often felt that our arse was saved by him, although I didn't expect this. Last saturday we had TPK because of a stupid idea and some misunderstandig. Well, I don't mind, as everything that has a beginning, has an end. After the session, my friend told me: "The wipe wasn't your fault after all, but I saved the characters so many times that I got bored of it." I replied: "Mate, I felt the same some 10 years ago!"

    Whats's the meaning of this all:
    Be hard, but fair. Don't tolerate stupidity.
    Reward clever thinking.

    Rolls in the open:
    (a.k.a.: Damn, that guy just rolled a 7 and hit AC -4! We should get out of here!)

    That ain't bad at all. Sure, the players will know the saves and THAC0 of the enemies, but see it the other way: someone trained in fighting can see if someone is superior then him. A mage may sense that his spell was easy for the enemy to resist.

    And if the players can see your rolls, they can't expect you to fudge it in their favor. Life is just.

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  9. It never fails to surprise me when adults act like damned petulant children when things don't go precisely their way. I feel for you.

    I was lucky to have gamed with a couple of pro-GM groups. One group was violently opposed to anti-DM sentiment and even provided sharp objects to dissuade rebellion. I loved those guys.

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  10. I never kill PCs, their own actions do.

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  11. In my current 4e game I've been doing 99% of my rolls in the open, and it heightens the drama a whole lot. They don't always know the modifiers, but they know it's bad when I roll well.

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  12. Throughout my gaming 'career', I have almost always been a GM. Some of it, I suppose, has to do with my own controlling nature. But as anyone who has gamed with me can attest, my main goal as a GM has always been player engagement and fun. I've never had that GM phase where I 'lorded my power' over a gaming group—there's no point to it. The GM has the power. Period. If he wants to 'win', he can. Every time. There was just no point to it. In my recollection, I have only ever killed ONE player character in any of my games—which probably makes me a 'wuss' in the eyes of Olde Schoole Gamers. And maybe I am. But in reading this post, I see a lot of my own 'evolution' at work here, particularly in gaming with females.

    Oh, I had already begun the transition to story-based adventures before my groups began to include women, but in that inclusion, the 'die was cast'. And I found that adventures that revolve around the characters rather than the locale were what I preferred.

    But I am totally digressing here—the title of the post is what really drew me in. Because there are times when it really has felt like a 'servant' kind of task. It has happened in my tabletop gaming from time to time. Where I have prepared something and my group just dinks around. It is frustrating, because they asked me to run, then just don't pay attention or even seem to want to play. THAT is what frustrates me the most in situations like this. If you don't want to play, that's cool. But if I'm taking the time to run—at your request—then please do me the common courtesy of paying attention.

    No where was this condition more prevalent than in those years where I was 'working' as an administrator and game-master at various online 'MUSHes' (text-based, real-time roleplaying environments—for those interested, I was a wizard on Star Wars: Minos Cluster MUSH and (for a very short time) on a Battlestar Galactica MUSH). Even though my services—and the entire SETTING—were provided completely free of charge, the players often had this downright rude sense of entitlement. I was there solely for their Entertainment, and in those times where things didn't entirely go their way, they would cry foul. And all the while, I am thinking to myself—why am I doing this? I am running games for people I don't like and people who have no respect for me or what I am doing. So yeah, I felt like a civil servant. And that is NOT an inspiring feeling. And unfortunately, the bad apples really spoiled the bunch. MUSHing used to be my favorite thing to do. Now I am officially and permanently 'retired'. The few joys I had could not be outweighed by the stink of other people's rudeness. In short (too late), I feel your pain, Brunomac.

    Thankfully, the most of my tabletop experiences have never been this bad. My core gamers are fun to play with—and I think that is important. I am playing WITH them, not 'just running' the game.

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  13. Chris: Summoning my hammer!
    Grendel: They ain't gettin' me up on that cross!
    Timeshadows: thanks for always a kind word when I am ranting!
    Fitz: I might just start doing it.
    Lawrence: Hammer time! Can't touch this!
    Lige: we socialize OK, I just fear I'm not getting the proper DM respect I was when we started out this group.
    Roger: Food for thought for sure.
    Hafi: that's funny, big Dan's druid has gotten a pair of +2 scimitars so far, one has extra powers at night under the stars, the other extra powers in the desert. He complains constantly about how these weapons (+2 under any circumstances) are useless to him!
    Creeps: wow, pro GM. I gotta think less pro player and more pro GM.
    John: that is the way it's supposed to be, and another thing to focus on. I've actually had more PC's die from other character actions than anything else. Love that.
    David: yeah, I'm going to try that.
    Rolog: Amen, brother!

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