{"id":926,"date":"2018-11-22T14:12:25","date_gmt":"2018-11-22T22:12:25","guid":{"rendered":"https:\/\/jamesfunfer.com\/?p=926"},"modified":"2018-11-22T14:12:25","modified_gmt":"2018-11-22T22:12:25","slug":"do-not-piss-off-the-dungeon-master","status":"publish","type":"post","link":"https:\/\/jamesfunfer.com\/?p=926","title":{"rendered":"Do Not Piss Off the Dungeon Master"},"content":{"rendered":"<p>Do Not Piss Off The Dungeon Master. That\u2019s the mantra. I saw it <a href=\"https:\/\/www.amazon.ca\/mintytees-keepin-Fresh-XX-Large-Athletic\/dp\/B00VG5X9O2\/ref=sr_1_1?ie=UTF8&amp;qid=1542920191&amp;sr=8-1&amp;keywords=do+not+piss+off+the+dungeon+master\">on a t-shirt<\/a> as I was scrolling through Amazon looking at Dungeons &amp; Dragons-themed gifts. The message of the shirt is clear: if you push too hard in a roleplaying game, something bad will happen to your character. It\u2019s a form of punishment; a threat if you don\u2019t abide by the DM\u2019s (Dungeon Master&#8217;s) wishes. If you derail the story. If you kill an important NPC (non-player character).<\/p>\n<p>There\u2019s more than a hint of the adversarial in the statement, as though the DM and the players are somehow diametrically opposed. Brave heroes attempt to succeed against a world designed to destroy them. I stumbled across other t-shirts bearing similar slogans, and a theme arose: the storyteller working against the players is <em>hard-baked <\/em>into roleplaying culture.<\/p>\n<p>This offends me for several reasons. <em>You have pissed off the Dungeon Master.<\/em><\/p>\n<p>First and foremost, roleplaying is a game of <em>collaboration<\/em>. If you want to play in a vacuum, where events happen that your players have no control over, you might as well download RPG Maker, create your story, and play it yourself. Alone.<\/p>\n<p>You might as well masturbate in the dark for hours if that\u2019s the value you see in your players.<\/p>\n<p>An inexperienced Dungeon Master may build a story based on predestination: <em>I had this really cool scene play out in my head and I want to describe it to my friends<\/em>. This will often involve an overpowered, favoured NPC, because the DM knows that they can fully control <em>what happens <\/em>and the choices that character makes.<\/p>\n<p>The problem is one of agency. When events unfold without the players\u2019 involvement or intervention, it\u2019s back to the masturbation thing. You had an idea in your head and you wanted it to happen <em>this<\/em> way. The story has to unfold <em>this <\/em>way. <em>I want spectators to the glory of the story and world I\u2019ve made<\/em>.<\/p>\n<p>But a player is the opposite of a spectator. They\u2019re not on the stands; they\u2019re in the ring. They are and should always be (with exceptions for things like exposition) the focus.<\/p>\n<p>This seems patently obvious, right? Yes, we all know that D&amp;D is about the players. Then why the popular t-shirts warning you not to piss off your DM? Every roleplayer laughs; we all get the joke. So what perpetuates this perception of the controlling, spiteful DM?<\/p>\n<p>Here\u2019s a <a href=\"https:\/\/rpg.stackexchange.com\/questions\/111109\/our-gm-wont-let-us-affect-the-story-the-more-i-play-the-less-fun-i-have-what\">classic example<\/a> of what I\u2019m talking about. In this real-life scenario, the DM seems more concerned with the story in their head than they are with the story that the players are trying to <em>build for themselves by experiencing it<\/em>. Any attempt to influence events is met with smackdown-levels of control.<\/p>\n<p><em>But James, <\/em>you may ask: <em>how can I tell a great story if my characters are derailing things all the time with their wacky schemes and petty interests?<\/em><\/p>\n<p>Roleplaying games are a compact between the players and their storyteller. It\u2019s give and take; it\u2019s a transaction of sorts. When we pay money to see a film, we expect to be entertained. If we weren\u2019t, we perhaps lose faith in the director. Or producer. Eventually, if we see enough terrible movies, we may lose faith in filmmakers in general.<\/p>\n<p>If your players aren\u2019t following your plot, there are a few questions you need to ask:<\/p>\n<ol>\n<li><em>Am I telling a story the players care about?<\/em> This should lead you back to the initial discussion you had with your players when they were creating their characters. If you didn\u2019t have such a conversation, to assess each character\u2019s motivations, desires, and general personality, it\u2019s never too late to start. Not only does this allow the player to understand your world ahead of time by building their place in it, they will offer cues as to what they\u2019re after (Sidenote \u2013 the new D&amp;D 5<sup>th<\/sup> Edition DM\u2019s Guide has a great section about the different types of roleplayers and how to cater to their interests). You should still get excited about the world you\u2019re building, but you\u2019re building it for the players, too. You know all the ins and outs. Your players get to <em>live<\/em> it out. In other words, <em>their backstories and motivations should be a part of your metaplot<\/em>.<\/li>\n<li><em>What are the players interested in? <\/em>Your players will make unexpected choices, and you never know what will catch their attention. I\u2019ve had players steal museum artifacts, shoot key NPCs, and generally force me to create whole groups of characters who eventually became important to the story. And I\u2019m grateful for it \u2013 the players know their actions matter. You may have to learn to think on the fly (this is the challenging part for hardcore planners) and you may have to take ten minutes in the middle of a gaming session to re-think how something will play out. Here\u2019s the best part, though \u2013 your game is a story, and one of the most satisfying aspects is a player\u2019s thrill and surprise at an outcome. When you allow a story to go to unexpected places, those unexplored parts of your world you didn\u2019t have time to colour in or sketch out fully, <em>you get to be surprised and delighted too<\/em>.<\/li>\n<li><em>Am I giving the players agency? <\/em>This is perhaps the most important part of player satisfaction in an RPG. A player should always feel like their actions matter. Don\u2019t feel like you need to \u201cpolice\u201d the group, to protect them from mistakes, or to protect a \u2018plot point\u2019 that you feel is important to the overall story. If a villain dies before they were \u2018supposed to\u2019, let it happen. If a player screws up, let them. Consequences to disastrous actions may follow, and your player will learn (or not). T<em>he world itself is punishing<\/em>. That is why there are rules and challenges. Let the dice (I.E. fate) decide the outcome. You can be a \u2018true neutral\u2019 GM like Abed, <img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-928 size-large\" src=\"https:\/\/jamesfunfer.com\/wp-content\/uploads\/2018\/11\/Abed-1024x770.jpg\" alt=\"\" width=\"500\" height=\"376\" srcset=\"https:\/\/jamesfunfer.com\/wp-content\/uploads\/2018\/11\/Abed-1024x770.jpg 1024w, https:\/\/jamesfunfer.com\/wp-content\/uploads\/2018\/11\/Abed-300x226.jpg 300w, https:\/\/jamesfunfer.com\/wp-content\/uploads\/2018\/11\/Abed-768x577.jpg 768w, https:\/\/jamesfunfer.com\/wp-content\/uploads\/2018\/11\/Abed.jpg 1169w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/>or somewhere on the helpful\/merciful scale when it comes to character death, but whether or not you are protecting your players, their actions should have consequences<em> that<\/em> <em>you can use to advance a story<\/em>.<\/li>\n<\/ol>\n<p>Matt Mercer of Critical Role <a href=\"https:\/\/geekandsundry.com\/game-master-tips-with-matt-mercer-preparing-for-the-unexpected\/\">sums it up pretty succinctly<\/a>.<\/p>\n<p>Cut back to sassy t-shirts and coffee mugs. Your DM should not be \u201cout to get\u201d or \u201cpunish\u201d you for choices that your character makes. If you feel that they are, you should probably show them the plethora of reddit and stackexchange posts from frustrated players detailing how their DM has failed them (and yes, I know that players can also fail spectacularly at being decent people, contributing to a collective story, or showing basic human decency \u2013 but their side of the compact is a topic for another time).<\/p>\n<p>Everyone <em>gets<\/em> the joke: \u201cDo Not Piss Off The Dungeon Master\u201d. The subtext? The Dungeon Master is an adversary who is out to get the players. Let\u2019s change the narrative. \u201cRespect your Dungeon Master\u201d. When they respect you, too, and the choices you make in the game, that\u2019s where the <em>real<\/em> magic happens.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>how can I tell a great story if my characters are derailing things all the time with their wacky schemes and petty interests?<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5,30],"tags":[80,81],"class_list":["post-926","post","type-post","status-publish","format-standard","hentry","category-blog","category-thoughts","tag-blog","tag-rpg"],"_links":{"self":[{"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=\/wp\/v2\/posts\/926","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=926"}],"version-history":[{"count":2,"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=\/wp\/v2\/posts\/926\/revisions"}],"predecessor-version":[{"id":929,"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=\/wp\/v2\/posts\/926\/revisions\/929"}],"wp:attachment":[{"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=926"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=926"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/jamesfunfer.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=926"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}