Obviously, no Dresden yet. BUT I literally have a copy in my purse now. I just can’t read it in one night and then turn around and review it in that same night (sorry, not that fast). So I’m skipping to this and you’ll get several posts of Dresden in a row, how about that?
To begin, let me say that I am in one of THOSE moods involving this topic, so I might get a little touchy throughout this post. Normally I try to curb this, post about stuff LONG after it has happened, but this was planned months ago and now current events are interfering. I’m editing myself, but something might slip through.
As DMs, we are effectively playing God with our worlds. Our word is the last word, the story goes in the direction we say it goes, and if you piss us off, we can end the world and be done with it. That means all the power is in our court, right? Ehhhh, not really. Don’t get me wrong, you have the reins for a lot of stuff, including the lives of the players’ characters. But with that power, as the cliched Spiderman quote goes, comes responsibility to your players. Remember, D&D is all about having fun as a group. Going all Wrath-of-God isn’t fun for any of them, and really if you get to that point, it isn’t fun for you either.
In my opinion, a big way to avoid it all is for there to be open communication between the DM and the players. It both seems really obvious and yet really infringing at the same time, so let me explain further before you hit the back button. I’m not saying to tell your players what their campaign’s plot is going to be, what monsters they are going to be facing, ask what they want to happen, anything like that. I’m saying that you should find out what they as players want out of a campaign. Do they want to really get to use this underused class feature? Is there something in their backstory they would like to see come up? Things like that. You want to know what would really make your players excited and invested in the game, and while you may not do it exactly as they want (in fact, I encourage you not to for the surprise factor), it will help them feel like they are having fun and they will stay invested in the story that you are telling.
On the player side of it, you have to let your DM know if something bugs you. My DMs know I’m arachnophobic, so they keep spider-like monsters to a minimum and don’t show me the pictures. They know I don’t like character mods being forced on me, so they try and make it to where either it’s a plot thing that I willingly agree to in some way (though one is pushing it, so I’m feeding him enough rope to either save or hang himself) or avoid them at all. Otherwise, I’ve learned to keep my hands out of the situation and let them try and tell me the story they created. I like it when my character’s backstory is involved, I like battles where we manage to kick butt. Those are things the DMs try to provide to our group, balancing it with the others’ desire for chaos and destruction.
Reasons why this is important are nights like tonight. The DM taking over our newest campaign (which is going to be Pathfinder, new system, joy) is the same one who ran Lucine’s (see the post about plot rails). This is his first campaign since, and to be honest, I don’t trust him not to screw me over just to prove some arbitrary point. Again. So when I decided to play the Falconer archetype, I thought it was a chance to try to take a better bird that would be harder for him to kill…only I have gotten turned down at every path I’ve tried to take today. I can’t trust him as a DM with a bird that only has 2 HP (yeah, that’s the situation without a better bird), and it’s part of the class. So now I have to rebuild my character. From scratch. And I’ve gone from pissy to frustrated to nearly in tears. This isn’t fun for me anymore, and sadly, all the campaigns are starting to feel this way.
Well, now that I’ve depressed myself thoroughly… Anyone have any stories about a DM either helping make a session great or sinking it to the darkest pits of Hades?