Does this not feel overly mechanical? I can see where the RP Rewards system you've mentioned before could use a space like this, but passing the conch around the table, and ending with the DM praising something everyone did, sounds artificial to me. Our regular game master gets opinions on how people felt about things during the period after the session, but it feels less like an after-action report and more like a casual talk that drifts in, out and around the subject of the session.I like to end my sessions with a debrief in which we go around the table and get everyone's thoughts on how the session went. Speaking last, I make an effort to highlight something positive that each player contributed to the session, whether it was a clever idea, a memorable roleplay moment, or taking the initiative to move the game forward. Everyone likes to be validated, and a player won't know his efforts are appreciated unless you state it.
Speaking as a DM, but that is the whole point.RaikuFA said:Now can we have an article on how the DM shouldn't single people out just for shits and giggles?
The whole point is to turn people away from the game? When I tried to play, the DM would have all the monsters attack me. I couldn't attack because my character was stuck in mud. Then when the battle was over, I was the only one with a treasure chest that was a trap. Everyone else got good equipment.bdcjacko said:Speaking as a DM, but that is the whole point.RaikuFA said:Now can we have an article on how the DM shouldn't single people out just for shits and giggles?
We're you playing with a buddy? Because that guy sounds like a d**k. Nobody'd make an article about that, because in my opinion it's generally well known that you shouldn't be a d**k.RaikuFA said:The whole point is to turn people away from the game? When I tried to play, the DM would have all the monsters attack me. I couldn't attack because my character was stuck in mud. Then when the battle was over, I was the only one with a treasure chest that was a trap. Everyone else got good equipment.
I know if I stayed, the stores would have probably denied me service or charge me higher prices. Or get eaten by a dragon that would have nothing to do with the story.
Now that is quality DMing right there.RaikuFA said:The whole point is to turn people away from the game? When I tried to play, the DM would have all the monsters attack me. I couldn't attack because my character was stuck in mud. Then when the battle was over, I was the only one with a treasure chest that was a trap. Everyone else got good equipment.bdcjacko said:Speaking as a DM, but that is the whole point.RaikuFA said:Now can we have an article on how the DM shouldn't single people out just for shits and giggles?
I know if I stayed, the stores would have probably denied me service or charge me higher prices. Or get eaten by a dragon that would have nothing to do with the story.
My advise on how to get players to adopt desired behaviors is to try and present the game as an improv theater performance, with you as the Director, and them as the actors. With some minor amount of randomization in the script based on dice results.Rhykker said:Why Won't My Group Roleplay? How to Encourage Player Behaviors
How can we encourage players to adopt desired behaviors in tabletop RPGs?
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We literally started off with goblins attacking us. The DM kept having them hit me and I wasn't allowed to fight back because I started off in the mud and was therefore unable to fight. The treasure chest were given to us as a victory prize. Mine exploded and nearly killed me. Everyone else got stuff that was beneficial to them (like a sword for the fighter, a cloak for the theif etc.) I just got a face full of shrapnel.bdcjacko said:Now that is quality DMing right there.RaikuFA said:The whole point is to turn people away from the game? When I tried to play, the DM would have all the monsters attack me. I couldn't attack because my character was stuck in mud. Then when the battle was over, I was the only one with a treasure chest that was a trap. Everyone else got good equipment.bdcjacko said:Speaking as a DM, but that is the whole point.RaikuFA said:Now can we have an article on how the DM shouldn't single people out just for shits and giggles?
I know if I stayed, the stores would have probably denied me service or charge me higher prices. Or get eaten by a dragon that would have nothing to do with the story.
Now seriously, as a DM, yes I would go after someone for an encounter. But never would I shit on the same character constantly...unless they kept asking for it. One player would always roll a charisma check to see if he could confuse the monsters, they were always super high rolls because he min-maxed the hell out of his character. I demand he explain how he was going to do that or what the goal of the ruse was. He never could describe it, so even though the roll was good, the role playing was awful, thus a failure. Other players in the same game would explain how they are doing their checks, and when the roll was good, they succeeded.
Now if one player ran straight in the middle of a pack of monsters, of course the monsters are going to attack that guy first, so they would get singled out.
So now in your example, was your character the tank? Did you walk into mud that could be avoided, and was the trapped treasure chest a random roll?
A paladin would be far more tankie than a necromancer...Also if you were in mud, it could understand you not being able to move so quick, but you should have still been able to swing if the goblins were in melee distance.RaikuFA said:We literally started off with goblins attacking us. The DM kept having them hit me and I wasn't allowed to fight back because I started off in the mud and was therefore unable to fight. The treasure chest were given to us as a victory prize. Mine exploded and nearly killed me. Everyone else got stuff that was beneficial to them (like a sword for the fighter, a cloak for the theif etc.) I just got a face full of shrapnel.
As for my class, I was a necromancer I believe. Or I was considering it. Maybe a paladin.
I did know the diffrence between a paladin and a necromancer. I just couldn't decide which class I wanted. I just couldn't remember which one I decided on as this was back when I was in high school. I just know the DM was giving everyone else a easy ride while I was given the "rocks fall but only you die" attitude.bdcjacko said:A paladin would be far more tankie than a necromancer...Also if you were in mud, it could understand you not being able to move so quick, but you should have still been able to swing if the goblins were in melee distance.RaikuFA said:We literally started off with goblins attacking us. The DM kept having them hit me and I wasn't allowed to fight back because I started off in the mud and was therefore unable to fight. The treasure chest were given to us as a victory prize. Mine exploded and nearly killed me. Everyone else got stuff that was beneficial to them (like a sword for the fighter, a cloak for the theif etc.) I just got a face full of shrapnel.
As for my class, I was a necromancer I believe. Or I was considering it. Maybe a paladin.
I am not saying I don't believe you, but all of the things that happened in that scenario could have happened because of your choices just as easily as the DM picking on you. Also your character lived at the end despite the DM picking on you.
Now of course if this is your first game and they are trying to get you started, maybe the DM should have taken it easier on you and shifted some of the ill-effects, like the trapped chest to a more experienced player...but then again he may have known you weren't going to stick around being that you don't know the difference between a paladin and a necromancer.
Anyways if you live or want to move to the KC area, you can join my game and I won't pick on you until the 3rd game.