Saturday, December 19, 2020

Keeping the Faith

The image shown is from p. 12 of 4th Edition's DMG, How to be a DM.

Plain speaking here: yes, please, learn ALL the rules you're going to use in your game.  Every one of them.

I could almost think it was enough to say that, but pitifully, it isn't.  I read comments endlessly on reddit, twitter, stack-exchange; I see vlogs; and everywhere, "I want to be a better DM.  What do I do?"  And the answer is never, ever, do you know all the rules by heart?  Often, the answer is the reverse, as though the advisor is saying,

"Are you trying to follow all the rules?  You don't have to do that—D&D is a really simple game.  Whenever you run into some kind of problem, just call things as you see them ... and everything will be all right."


This is such bad advice.  Yet I hear it constantly.  I shudder, thinking what it must be like to run in the games these people run.

The opinions of your players are ... mm ... tricky.  The phrase, "something you don't know how to adjudicate" is like my giving directions to dinner guests by saying, "I live in North America."  Just exactly how is an answer "hashed out"?  Wouldn't that be useful information—rather than saying it's possible?"

Okay.  Let's get into that.  How do you hash out a fair answer, after asking the player's opinion?  Ready?

Understand please that this is how I resolve disputes from the position of knowing what the rules are.  The rules are your friends; they are the gavel you hold in your hand while trying to maintain order.  So long as its understood that everyone is going to follow the rules, the DM included; and so long as cooperation is the agenda, and not personal selfishness; these being the subjects of the last two posts; then the rules are a pathway to legitimacy and cooperation.  Get to know the rules and learn how to apply them.

Your first order of business as a DM in resolving disputes is to do it before they start.  This is done by finding rules in the books that either don't make sense, are biased towards a sort of game play you don't want in your campaign or might be interpreted in a bad way due to the language being used.  Whenever possible, don't throw out the rule's text altogether; the more of the original text you retain, the more any change you make will look like a legitimate adjustment and not an act of arbitrary abuse.  Hm.  An example, yeah?

The original text from the AD&D Dungeon Masters Guide says this about Gaining Proficiency Levels:

"Experience points are merely an indicator of the character's progress towards greater proficiency in his or her chosen profession.  UPWARD PROGRESS IS NEVER AUTOMATIC.  Just because Nell Nimblefingers, Rogue of the Thieves' Guild has managed to acquire 1,251 experience points does NOT mean that she suddenly becomes Nell Nimblefingers the Footpad."


The caps are Gygax's.  Now, let's say we disagree with the rule at our game table.  Gygax's system was designed to tax player's wealth by forcing them to pay ludicrous sums to be "trained" to be a higher level; but we've decided that we're fine with exactly the opposite of what's said above.

In our list of house rules, we could merely write, "When a player character accumulates enough experience, they automatically go up a level."  Simple, succinct, clear.  But ... if our players are stalwart by the rules people, we can mess with their heads a little by writing out, 

"Experience points are an indicator of the character's greater proficiency in his or her chosen profession.  UPWARD PROGRESS IS AUTOMATIC.  When Nell Nimblefingers, Rogue of the Thieves' Guild manages to acquire 1,251 experience points, it means that she suddenly becomes Nell Nimblefingers the Footpad."


Written that way, even a long-time savvy player whose memorized the books will pause and say, "Wait a minute.  Did Gygax write that?"

"No," we say.  "I adjusted it to fit with my system.  Let's move on."  A, it proves you've read the rule and B, you've already set the standard for how it now works in your world.  The rules lawyer can't argue that this is not what the rule says; we've already demonstrated that and that we don't agree with it.  Quad erat demonstrandum.

This grants power where it comes to arbitrating rules at the table; though, of course, you must know the rule and you must take the time to properly correct it.  Incidentally, I chose the rule at random, by opening my DMG and reading under the first heading on that page (86).

You can make your point even firmer by adding examples of situations where the rule proved its worth, or even specifically when the players agreed to the change.  Dates have remarkable value in these disputes.  Admittedly, I don't do this—but if you read a random text on dispute resolution, such as the one Wikipedia provides—you will find an ironclad template on how to back players (and your own bad habits) back on their heels.  I'm using it as a guideline for this post.

For example, it says on the page, "Talking to other parties is not a mere formality, but an integral part of writing the encyclopedia."  That instantly translates into the DM's guidebook as, "Talking to the PARTY is not a mere formality; it is integral to running the game."  Arguing with the players or using your position as leverage will not gain sympathy for your point of view, will demonstrate your bad faith towards the players and will show that you have no interest in their opinions.  This sort of disrespect will not smooth things out later in your game's play and soon you will find yourself without friends at the table, or any players at all.

Solid advice flat out rewritten from the Wikipedia page.

The key to dispute resolution between you and your players depends on what you believe you're trying to resolve.  The text from 4th Edition gives the impression that the result wanted (suggested by telling us we don't need to know all the rules) is to encourage DMs they don't look like fools if they ask for help, particularly by not worrying about their authority if they give into the player's opinions.  I apologize to those who feel this is a great way to run a game, but it really isn't.

If I know the rules, then I really DO know how to adjudicate something the player does.  This would seem a rational approach.  Know More Than The Player.  Duh.  "Fair" ought to be based on the rules, the believability of the action, the natural laws of the campaign and the manner in which it compromises the spirit of the game.  I've said again and again: if the spirit of the game is, in the minds of the players and the DM, is based on whatever is randomly made up by the players and all the other rules bend to that object, then of course every dispute settlement is going to be arbitrary and unfounded.  On the other hand, if the spirit is to challenge the player to adjust the player's tactics based on hard physical and defined limitations in the character's power, THEN the resolution is based on "Can this be physically done" and "Do the rules state that its possible."  Again, an example.

As a halfling standing in front of a 7 ft. tall orc, having rolled initiative against said orc, I tell you I'm going to climb up the orc's leg and stab the orc in the back.  What do I roll?

If you're trying to think of what feat applies to that situation, this is one of those moments when I wish I could punch people through the internet.

Is it physically possible?  Perhaps, if the orc were a statue, and not actively defending itself, and is unable to kick its leg in the fraction of a second, and if it doesn't jump back as the halfing runs towards him, and if my halfling doesn't actually sacrifice my initiative by abandoning my weapon because I need both hands to climb, well, then, sure ... so long as the game is taking place in fucking fantasy land.

Which is, of course, the argument rendered.  "Hey!  It is fantasy land!"  I have to stop and rub my head a moment.  Yes, if this is toddler fantasy land, or Mickey Mouse fantasy land, sure, why not, fill your boots—but then, why go for such a low bar?  "I pick up the bartender and the stove and slap the orc between them both.  Obviously I hit, because this is fantasy land.  How much damage does the orc take?"

My fantasy role-playing game is based on a more substantive set of rules, which argues that NO, it isn't physically possible for you to climb a self-aware defending orc, no matter how small you are, and NO, there is no feat that allows that because I don't incorporate ridiculous unbelievable nonsense into my game rules.

Oh, wait.  That was me "using my position as leverage," wasn't it?  That's not going to get me sympathy as a DM.  That's going to demonstrate my bad faith towards the player who wants to climb the orc.  That's bad for dispute resolution, isn't it?  Yes, it surely is.

Thing is.

One of the qualifiers for dispute resolution is that the other side comes into the negotiation with a reasonable expectation.  When you approach your boss for a raise, you don't say, "I think I deserve a hundred dollars more an hour.  Let's negotiate."  Now, in your sweet little heart, you may be thinking that 35 cents more is fine with you, and you're just taking a hard bargaining position, but in fact you're being tremendously insulting thinking your boss will find your opening position appropriate.  Even if you think it's a joke, it's STILL inappropriate; money and business are NOT things appropriately joked about.  If I were your boss and you opened a real negotiation this way, I would be thinking, "Why do I keep this idiot on my payroll?"

Player: "Can I climb the orc's leg and stab him in the back?"

Me: "Do you intend to take this game seriously?"

There's our bargaining positions.  I'm pretty damned rock solid on my position, because I've run the game for 40 years and I have an expectation that people will approach the game and my version of it respecting the rules and the hard boundaries they provide.  The player, on the other hand, invented this nonsensical plan about 30 seconds ago; I'm fairly sure the player isn't invested in it, but if I'm wrong, well, then the player isn't intending to take my game seriously.  Seems pretty obvious.  Therefore, I can't say I care to have the player in the game at all.

That's how I maintain my GOOD FAITH with the players who are there to take the game seriously.

Sigh.

This probably didn't help.  It's hard to talk about conflict resolution in text, and harder still without being able to address specific questions being asked by specific people.  Your game world is your business; and the spirit of your game as well.  I like a game where everyone plays the same rules and to which the same standards apply to everyone.  Then, everyone knows what to expect, everyone knows what the limitations are, everyone understanding that getting to do "cool things" requires levelling up and acquiring additional abilities and no one thinks they can skirt the rules with made-up metaphysical unearned self-empowering nonsense.  And the key there is "unearned."  You've got to learn to kill the orc the hard way before you get to kill them easily.


This series continues with What the ...

9 comments:

  1. First: great post. Again.

    This is such SHIT ADVICE (from the text), not just "bad." And I meant to say something about the whole Rule Zero thing in the comment I made on your last post, but got sidetracked in my usual scatterbrained fashion.

    Still, it's worth noting that some of this advice HAS changed. In checking the 5E DMG I found that while much of the text had been directly lifted (even including that bit about throwing the brazier of hot coals at the orc), THIS portion was altered as follows:

    "To referee the rules, you need to know them. You don't have to memorize this book or the Player's Handbook, but you should have a clear idea of their contents so that, when a situation requires a ruling, you know where to find the proper reference."

    I could find no reference to polling players for their opinions in the 5E DMG. That being said, I find precious little information in the 5E DMG on how to be a DM/run a game.

    The 3E DMG was actually fairly hardnosed and explicit about who was in charge (the DM), how to run the game, the importance of knowing the rules, how to adjudicate rules, and...with regard to changing rules...what to consider (that they're there for a reason), as well as when to kick problem players to the curb.

    [the 3.5 DMG has the same info, organized in a slightly different way, but...strangely...completely absent from its table of contents]

    Strange thing, though...back when I played 3E I found many DMs did *not* bother to learn or play by the rules. Which made an already frustrating game play experience all the more frustrating.

    NOW: a serious question, Alexis.

    You talk about involving the players in any rule changing decisions you make as a DM ("Talking to the PARTY is not a mere formality..."). But what if you are starting a new campaign for a completely new group and you have already decided - based on past experiences - the rule changes you want in your game? Do you still need a discussion, a buy-in, a new citation noted in your book? Is it not enough to simply say (for example) "I will be running this game withOUT alignment?"

    And if the answer to my question is YES, then how much discussion needs to take place? How much are you, the DM, required to bend? Or is it enough to say, "I run the game THIS WAY and if you don't like it, you don't have to play?" I daresay there are players who show up, willing to play the game seriously, who may be put off by specific rule deviations ("But why can't I memorize multiple fireball spells?").

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  2. Want to memorize multiple fireball spells? Find another campaign.

    JB, I do feel that the DM should discuss matters pertaining to the game with the players, Outside the campaign and not some single opportunity session zero. Players should be able to talk about the campaign's rules in the time before the campaign starts, they should be able to do so when I close the campaign, before they go home. They should feel free to call me on the phone, write me an email, ask me out to coffee (all this in a non-covid world) and so on; hell, I'd go out for coffee if it means we're going to talk about D&D. I like coffee and coffee houses.

    BUT ... and this is a pretty big "but" ... that discussion better be something new and different related to the game, and not a retreaded discussion on alignment, how many fireball spells you can cast or any other thing I settled long ago. Additionally, if we had a discussion and came to a consensus, and I laid out the boundaries, and now a session later you feel like griping that the decision didn't go your way and you want it explained again, that is a one-way ticket to Azkaban (or the clubhouse, if you prefer). Adults accept decisions and move on. I only discuss the relevant parts of my world when I'm approached with a GOOD ARGUMENT. "Why can't I" are weasel words for "I can't accept rules." I have no patience for that shit.

    I appreciate the research into 5e, 3e and 3.5. Very, very interesting. So 4e really is finding new ways to defecate on the game's structure in order to please an imagined tune they've heard on the internet's strings. I agree 100% with you. This is such SHIT ADVICE (from the text). In person, I'd be pretty incensed with someone who tried to argue its merits.

    I can't remember if I wrote it in the blog or not, but that "brazier of hot coals" thing as an example of there being no rules ... GRENADE MISSILES, SPLASH HITS, p.64 of your own fucking book, jackasses! Maybe you better fucking read your rules before you give an example of something that isn't in them!

    But perhaps I said something before. [still really angry]

    There might be more value in having a clear idea what the contents of 5e are, if any of the sentences, descriptions or concepts in 5e were given a clear definition. Perhaps I'm quibbling.

    Did I answer you're question? I'm not sure, so I'll have another go.

    [cont...]

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  3. "your" question, dammit. Gawd, I love Oscar Wilde.

    My only experience in the last 35 years of running D&D with a "completely new group," where not one player has ever played with me before, would be online. And by all measures, the first online campaign, and ultimately the second, was a DISASTER. My daughter was discussing posts relating to 2009, where I began running the game on this blog, and how the players made choices that were irrational in the extreme. She can't figure out what they were thinking; I couldn't at the time; and as she reminded me, I began writing post after post trying to explain to people how to fucking run a character. Most of which fell on deaf ears, and certainly the ears of my players at the time were non-functioning.

    I still don't understand how online players think; I guess it must have something to do with the arc between 3e and 4e, and utter confusion with regards to how to approach a game being, or comprehend how to cope with it. I could describe a litany of baffling choices made by online players ... but I don't, because I have no wish to offend my online players. But I literally don't understand them.

    On the whole, they accept the rules as is. I will give them that wholeheartedly. They try to cooperate, though the learning curve is steep because we're doing it in text. If we could sit across a table and play at full speed, with me there to show what they're doing in real time, they'd get it very quickly and discover it's quite simple.

    If I were to meet with a group of totally new players who had never heard of me, met me, had never read the blog, didn't know AD&D, whatever, I'm not sure what I would do. I'd probably have to start with a 5-part course on HOW NOT TO ACT LIKE AN IDIOT. Start diagrams explaining how to order a drink in a tavern or how not to piss off the upper class, and why that's important. And why buying equipment is a survival skill (looking straight at you, JB), and not something you do because "I like it." Most don't like it. You do it because if you forget something, you may die. As a DM, I really hope it is ENORMOUSLY unpleasant. All the more reason for you to be grateful you bore up and remembered to purchase the right damned boots.

    [cont...]

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    Replies
    1. Thoroughly hoping to see that 5-part course as a blogpost someday!

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  4. The goal of the course would be to make the players understand that when they speak to the NPCs and monsters, THAT IS NOT ME. It is my conception of what an entitled, unreasonable, dangerously unbalanced mercenary captain of the 7th level would be like. I wouldn't want to meet such a person, not in real life. I wouldn't want to piss such a person off. I have a very clear idea of just how psychotic he'd get; I only have to imagine various horror show villains with money, land, a title, the priviledged right to kill people in the open AND to have his followers AND the town guard applaud him for doing so. Yet no matter how hard I try to paint such people in my game for what they are, players seem to think I'm KIDDING, that this is some silly character that they can ignore because "Obviously, the DM isn't going to kill us."

    I try to explain a bartender as a rough-handed, gruff, no-nonsense business-owner working 14 hours a day to make ends meet in an inflexible post-medieval world, and some shithead player walks up to him and says, "Heard any good rumours lately?" Like this man who spends three quarters of his day cleaning and one quarter schlepping drinks ACTUALLY listens to any of the bullshit his patrons babble, like he gives a crap. Oh, but to players, of course he does, because this person only exists so that he's there to feed plot exposition to the players.

    This garbage mentality on the part of what I see in youtube let's play videos strikes me as the most crippled part of what's come out of the "story" theory of the game. By reckoning the effect, the game structure of most game worlds is a joke — literally intended to BE a joke, because it sure ain't treated on face value. Some days, seriously, I want to scream.

    Truth is, I couldn't run a completely new group. And as for what someone else ought to say to such a party, given that I have no idea if they can understand a tenth of what I've just ranted about at you, JB, I wouldn't know where to start. The game is utterly broken. I just write for the smattering of people old enough to remember the game when it worked, who might possibly educate new players who learn the game like apprentices ought to, watching the older folk do it.

    "The Completely New Party" is, to me, like saying we're going to start a construction company but NONE of the employees will be journeymen. That's fucked up, man.

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  5. *sigh* Yeah. But journeymen have to get their start somewhere, right?

    But, yeah...madness. Unfortunately, that's where some of us are these days.

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  6. At the risk of relating a war story instead of contributing a productive comment or insightful question, I’ll relate to you that I’ve had the interesting and surprisingly pleasurable experience of running a group wherein 3 of the 5 players were total neophytes. The new guys latched on to the game enthusiastically and it has been a real pleasure to run a game for them. And they get it. One of them however had such a video game mentality at first that after an encounter with a monster he asked about what the monster dropped after they had defeated it. It took me a few ticks to understand he meant “drop” like what loot was hovering in the air over the spot after they killed it when he asked about its sword, “so do I get it?” I don’t share this for the purpose of making fun, but rather to show just how far removed from familiarity with this kind of game these players were.

    Not one of them has any confusion about the difference between playing a game and playing make-believe and that we are doing the former.

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  7. Sterling,

    But 3 out of 5, right? What a difference that makes. If 1 in 5 is a strong, familiar player, the other four can get their cues and understand what's doing. But when you have no one with experience, except what they've been told online ...

    Go ahead and tell as many warstories as you want. I've softened on them.

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  8. "If I know the rules, then I really DO know how to adjudicate something the player does. This would seem a rational approach. Know More Than The Player."

    THIS is exactly why I switched my West Marches game from 5E to Classic D&D. I started it in 5E because I was curious about DMing the edition, and that's what players wanted. But after a year, I switched up because I just didn't KNOW 5E that well as a DM. I've got the player-side stuff down, but there were lots of monster stuff I hadn't internalized (all those silly special abilities to make tactical battles more "interesting" but really most just translate into 'give advantage' or 'deal extra damage in this circumstance' which was boring).

    Classic D&D I can run without much thought about the rules. If something does slip my mind during the game, it's not hard to make a ruling that is close to what's in the books. And it doesn't take long to look up the rules later to confirm. With 5E, I was always looking up things, or relying on the players who knew the system even better than I did, which is not ideal, as you point out. I'm a lot more confident with Classic, and my game has only improved since I switched.

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