Monday, February 2, 2026

In Preparation for Running

As I said in the last post, I'm planning on running D&D this Friday. I have no definite story in mind, but I do have a few set pieces and ideas to start with, if the players' earlier phrasings about what they might want to do can be counted upon. I don't intend to force anyone into anything, however — I'm confident that if the players decide to throw a curve ball at me, I'll be able to manage in real time.

Some issues I've had with online campaigns thus far has been the assumption that whatever I'm doing will involve some kind of "gotcha" mechanic. Even if it should appear as much, the players should assume that if I've arranged to corner them somehow, it's in my mind to get them out of it just as quickly. I had an incident with my first online campaign where the players were repeatedly warned about an area of the map that was overrun with hostiles; they persevered forward just the same, until I trapped them in a house, surrounded by an impossible to manage number of enemy, to send the message that yes, I was serious, there were a great many enemy about. Then, before I could demonstrate the trap door and secret exit to the trap, which had been part of my plan all along (I merely wanted to press that my earlier warnings were well met), one of the players rebelled viciously, claiming that I had broken my DM's obligation, the one I'd always stood by. That went back and forth for a time, the player quit, while I was quietly stunned by how easily a cliched 1920s serial-based plot sequence could be so easily misunderstood.  I supposed ever after that there were things I could do in a real life running, with the trust earned therefrom, that I could not do in text online. I don't wish to make that same mistake again, and I do wish for my motives to be clear, thus my efforts here to outline this at length.

Another issue I found was the players' tendency to express their intent in the future tense, rather than the present. For example, "We will go to the dungeon," rather that "We go..." Or, "We want to attack the enemy," versus "We attack..."

Wanting to do something is not doing it, nor is saying that at some future point we're going to do a thing. Yet when I brought this up, I found myself facing a rather stubborn resistance to the use of the present tense. I suppose it's defensive; by framing things as "we will do" as opposed to "we do," the players arranged an emotional difference between wanting to commit to an action rather than actually committing. As a DM, however, it puts me in a difficult situation.

First, if I'm to assume that the future tense is the same as the present, that removes the future tense as an option for the players. They might, for example, really mean that its something they "will do," just not yet. My assumption is bound to create misunderstandings, and so I'd prefer that we separate the two tenses clearly. However, this requires the players to discipline themselves; to understand that if they say "we will," I plan to take them at their word and assume they're standing where they are and doing nothing. I have tried to hold this line... only to find players becoming upset about it, that "of course" they meant that they were doing it, and that I'm being unnecessarily particular.

D&D is a game of language. As such, language matters. It's a bad habit to express things in future tense when we mean the present. I want my players to be aware of it.

I bring these things up because they cause conflict. In the first case I'm assumed to have an agenda, to "get the party," when I don't, and in the second, that I'm being pedantic when I demand people speak English properly. I don't have an agenda, and I do expect people to speak properly. And I'm saying so now with the expectation that these things are going to arise, because in the three previous campaigns I've run online, they did.

I don't expect my players will be interested in asking questions about my running style here, but perhaps others might like to, so I'm opening the door to that.

7 comments:

  1. Future tense was a hard habit to break when I played in Juvenis. I think it's also a subtle fear that the action will not be approved by either the DM or the other players. If I attack, but the party believed it was better to retreat, I have forced my will on them. Thus, I propose the action instead and wait for confirmation (which never comes, because the others are similarly fearful). All easily solved with communication, of course.

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    1. I think it is fear; and I think that other DMs have steadily trained people to speak in future tense, waiting for the DM to signal that it's okay for the players to then do the thing they say. But I don't think this is my role and I've never done it.

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    2. I suspect that time is also a significant factor when not playing live. When waiting for confirmation takes minutes or hours rather than seconds, it feels as though each post must do as much as possible (propose the action, AND assume that a lack of objection will be perceived as commitment thereunto).

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  2. Correct me if I am wrong, but my understanding is that players are welcome, even encouraged, to ask you for clarification if they do not understand the situation you have presented. I seem to recall posts where you have indicated that you are happy to provide as much information as reasonably possible to the players, since you are the only portal into what their characters are able to perceive.

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    1. Yes, absolute, encouraged strongly. I will explain the situation seven different ways if that's what it requires. The player is entitled to know what's happening. That whole first example I gave about the characters moving into an area with hostiles happened because, I think, the players just didn't believe me when I said it was overrun and presently lawless... not that they didn't understand, but that they perceived it was "safe" because they were player characters.

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  3. Yes, the future tense is a problem I continually run into with my online game. It's usually limited to few key "veteran" players though. One in particular loves to say he wants to do this and then after that and then this and so on, and has trouble actually taking one action at a time.

    I also always say that players that ask questions are good players. Yet, again, for various reasons players don't, and so end up confused and we have to backtrack(because all they've done is plan and not actually taken action) so I can explain the situation until they understand...

    I have had groups(and dms) grow frustrated with me as a player for asking too many detailed questions :)

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    1. Heh heh... it may be guessed accurately that I don't have trouble with being asked to explain things.

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