Monday, June 8, 2020

"Yes, Billy. The d20."

[ You can read today's post on The Higher Path here]


Since I've had this in every campaign I've run since dinosaurs walked the earth, I'll bet you have it too.  There will always be players who can't remember which die to roll, including the "to hit" die; or what die they use for a short sword; or what armor they're wearing, without having to check it every time; or what their spells are; or any of a hundred other things, that are sure to drive you crazy as a DM.

Here's what I've learned to do about it.

You can't change people.  You just can't.  And therefore, there's no point in getting mad at them, or demanding that they remember things, because they won't.  They will say that they're sorry and they will promise to do better, but they won't.  The first rule, then, is to accept that whatever happens, you're not going to get this player on board with your plan to teach them, once and for all, what die to roll.

Accepting this will bring you serenity.

In general, I've chosen to memorize as much as I can about everyone's player character: what level they are, their proficiencies, all their stats, their spells and their equipment.  Yes, there will be gaps; but I believe, between them and I, at least we're closer to having the whole picture than just relying on them.

I encourage them to ask me.  It is annoying to watch the player stare at a pile of dice, trying to remember to select the d8, or even what a d8 looks like (many players cannot distinguish a d8, apparently).  Better to let them ask me, at least twice a combat, "Which die do I roll?"  It saves time.  If possible, I encourage these players to sit next to a player that knows what a d8 looks like, so they can pick the die out of the pile and say, "Roll this."  Politely, obviously.  Everyone should be polite.

In my time as a DM, I have probably answered the question, "What armor class am I with chain mail and shield?" something like 2,000 times.  I talk in my sleep, and my partner will assert that, yes, I have been known to wake up in a frenzy, shouting, "Four!"  This may be the reason.

It is my job, I believe, to answer every question the players ask, no matter how many times they ask it.  I do it politely because this saves time.  Were I to shout, "Remove fear!  Your other goddamn spell is remove fear!  Why the fuck can't you remember that?" over and over, it would just be a very large effort on my part.  That's 16 words.  Instead, I can say only two words, "remove fear," the eight times I'll need to say it over three runnings, with the same amount of effort.  Efficiency.

Honestly.  If you allow yourself to expect too much from your players, you're just making the task of DMing much harder on yourself.  Don't do it.  If you answer their constant questions coolly, gently and as often as they are asked, as though you've not heard these questions asked two or three hundred times already, you'll seem like the considerate, parental DM you really want to be.

And you'll amaze them with your memory.

9 comments:

  1. "If you allow yourself to expect too much..."

    Is it really 'too much?' Isn't there a reasonable minimum to expect?

    I grok your point, Alexis. I do. And I am totally on board with carrying a boatload of patience for the new player.

    But the long-time player? Is there a point where their ignorance becomes somewhat...mmm...disrespectful?

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  2. JB, you can't change people. Remember ... serenity.

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  3. Pigeons can be taught to peck specific buttons in order to get food treats.

    So any sighted human being should be able to learn to visually identify six polyhedrons.

    Anyone who isn't willing to put such a minuscule effort into the game, is someone I'd rather not play with anyway.

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    Replies
    1. I am infamous as an enormous asshole, but even I'm not willing to boot a player for this reason.

      Delete
  4. I find it strange that anyone supposes that players forget details about the game from an unwillingness to remember or stupidity. As humans, we have different gifts; mine happens to be memory, of many, many numbers and details. I do not mind giving information during the game that is on the tip of my tongue, that I can easily remember. My answer will usually be as rapid as any physical reflex I have. I've been playing the game a long time and it is second-nature to me.

    I am stunned that the above, which is obviously written for humour, is being taken so seriously by some people ~ and I would recommend that these people seek counselling for their lack of patience, intolerance, and rush to suspend the freedom of someone to play the game simply because their memory does not meet the DM's expectations.

    If I had a player in my game who took the stance that "a pigeon can be taught to remember things, and therefore the other players should too," I would imagine that player would soon develop a stigma against asking for the very information I am offering so freely and easily. And that this player, in their hubris, and belief that people should be absolutely self-supporting, would likely let their character die before being willing to ask for help.

    If you will not help others freely, then probably you won't ask for it. And not asking for help is one of the great evils in this world. As a clan-based culture, humans do best when they help each other, and when they ask for help, and worst when they think the job of everyone else is to "pull their own weight" ~ an expectation that is always arbitrary and villainously selfish in design.

    I don't care if I'm asked questions about the rules a Billion times. I know the answers and I won't withhold them because I think a player has had their question quota and is now undeserving. Anyone who takes up the DM mantle with a will to be miserly in their adjudications deserves a kick in the balls and probably a castration to follow.

    Metaphorically, naturally.

    Subtlety is not one of my gifts.

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  5. Blogger lost my comment, so in summary:

    Since I started my game club at University I took to the habit of just writing down all the essential stats of the PCs that session, and telling the players which dice to roll and what number they needed to get. I found that this sped up game play tremendously. Most players don't care to learn all the minutiae of the rules, but about actually playing the game.

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  6. Agreed, Lance. You can kill a lot of momentum and waste a lot of game time by trying to be a martinet and making the players care about the things you think they should care about. Real life doesn't work like that.

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  7. I was reading 'The design of everyday things' recently and the author talks about this tendency to blame people, rather than machines or systems. He pushes back against this, saying the systems and tools should be improved so that people can't make a mistake.

    I can't help but think this is a problem that could be solved by player aids and the design of the character sheet, or other like manner.
    e.g. A handout with a table of all the AC combinations.
    Using images to show the dice you use with a weapon.
    Maybe a standard playing area layout a'la Magic the Gathering, where your attack dice sit in a particular spot.

    ReplyDelete
  8. jbeltman,

    Interesting that you suggest a solution when, despite the deliberate humour of the article, I've already given a solution. Your solution would fill up the gaming table with detritus and would be quickly ignored almost at once (or failed to set up).

    I suggest reading the following text, to understand why your solution, a very common one, has been long proven to fail in dealing with human error.

    http://www.leonardo-in-flight.nl/PDF/FieldGuide%20to%20Human%20Error.PDF

    ReplyDelete

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