Tuesday, January 12, 2016

Five Surprising But Common Problems That Ruin Games

Artistic depiction of a player dealing with these common mistakes.
Here on DMpathy I try to put a positive spin on things, because I believe that providing positive suggestions is a better motivator for running games than negative criticism. However, it is still important to recognize some of the major pitfalls that can bring down a good game session and get in the way of having a fun time. Time and again on this blog I have run down some of the biggest mistakes to avoid when you are game mastering. But there are a few in particular that I run into with notable frequency, and I think it would be helpful to put them down here in list form.

These particular problems are surprisingly common among game groups, even if they may seem easily avoidable at first glance. I have played with several different game runners, and many of them fell prey to at least one (if not all) of these issues. And yet some of them avoided making these mistakes altogether. These significant errors can affect any DM or gaming group, but they are especially common among groups that are just starting out or have inexperienced DMs. If this ever happens to your party, there is no reason to make anyone feel bad about it, but it should be corrected before it causes the game to get too boring or disorganized. With no further ado, here are five of the most common pitfalls of game mastering and how to address them.

5. Too much dice rolling
"You want to search the drawer for the treasure map? Roll your perception...*Rolls* You don't find anything." *Players can't continue adventure without the map*

Whenever you call for a roll, there is a chance of failure. Don't force players to roll so frequently that they fail basic actions or become afraid of taking actions because of those failures. Have the players ask before they roll dice, limit the randomness to situations in which you can work around the possibility of failure. And NEVER make the players roll the dice multiple times until they succeed at something. That's just silly.

Suggested reading: Don't Roll Them Bones Unless You Mean It!Fudging The Dice: Honesty Behind The ScreenSlaves to the Dice

4. GM Nerves
"Now that you have killed the guild master, you... Oh man, let me think... I didn't plan for this, guys. It's all messed up...Umm..."

We all get nervous, we all get stressed. Even the most skilled DM runs into situations they hadn't accounted for. When this happens, take a deep breath and take your time. Put the game on pause for a moment if you need to and let the players enjoy snacks and conversation while you collect your thoughts. Don't panic or give yourself anxiety over the game. Your outward energy effects the group, and negativity will begin to snowball if you let it start getting to you. 

The second worst thing to hear from a DM is "Uh oh," or "Oops." The absolute worst thing to hear is "I'm sorry," because it suggests that you don't have a way to fix things, it makes everyone feel bad that something is going wrong, and it puts the players in an uncomfortable position with a lot of nervous tension. 

Believe in yourself and your ability to correct mistakes. You can do it. You can apologize for any snags and snafus after the game is over, but focus on the good that you can do going forward rather 
than the mistakes you have made in the past.

Suggested reading: When To Become DMSharing With Players and Clear Communication


3. Lack of direction/too much freedom
"Now you've killed the town guard, broken into the winery, forged a letter from  the mayor, and saved a random orphan from some wild dogs... what was your quest supposed to be again?"

Lay out a clear objective when a new campaign begins. The DM always has the initiative in the opening scene to establish where the players are and what they are doing. The mission should be clear and present to the players. Don't force them to wander around town looking for work or coming up with reasons why they should care about the quest to fight the goblin clans. Make sure there is a premise for the campaign that is clearly defined and some very apparent directions the players could take to follow their mission.

New players will often abuse the creative freedom of tabletop RPGs to act out and do unproductive and chaotic things. You can curtail this politely by providing lots of cues and hints to direct players toward the main quest and more constructive actions. If the players still don't care about the objectives of the campaign, you might need to re-assess what they want out of the game and make some changes to the planned adventure.

Suggested reading:Running a Tabletop Adventure For New PlayersRaising the StakesKeeping Bad Guys BadSharing With Players and Clear Communication


2. Annoying NPC
"Ha ha! Looks like you ragamuffins need a helpful guide to lead you through The Jungles of Eternity! Never fear, I will protect you bunch of scalawags from your own mischief! Ho ho!"

This obnoxious son of a gun shows up so often that I can set my watch by his appearances in a campaign. For some reason, many DMs feel the need to vicariously commentate or antagonize the players through an NPC that follows the party around on one or more missions. They might range from incredibly powerful to the point of overshadowing the player characters to helplessly weak and constantly getting into trouble. The one thing they all have in common is that they are way too involved in the game. They talk too much, hog the spotlight from the players, and generally get in the way. They often criticize or ignore player characters, and provide more irritation than entertainment.

If your players need guidance you can provide that out of character with polite side notes as a DM. Don't use an NPC as a sock puppet, and don't force players to work with characters that will be unpleasant with no recourse. If you are a DM, your main goal is to provide an adventure for the players to experience and enjoy, not your own non player characters.

Suggested reading: "The DMPC Must Die!"Players Make the Game!A Conversation With Myself: NPC InteractionsFriend or Foe? The End of Adversarial Game Mastering


1. Player versus player
"The paladin squares off against the thief for purloining The Sacred Tome of Azura, despite the fact that the established purpose of this quest has always been stealing this artifiact."

Here's a tip to avoid a lot of grief and inconvenience in your first campaign: Always vet and approve player characters before the game begins. Make it clear what the adventure is going to be about, and how the party is going to work together as a team. I can't tell you how many times I have seen a new party descend into in-fighting and bickering because nobody was coordinating with the group when they designed their characters. Everybody built characters of different alignments and allegiences, one of the players started working against the group's interests, nobody worked together to establish any history between the characters as a team... it's all so easily avoidable yet all too commonly a problem.

If your players don't want to play characters who work together, then your game is a bust before it even begins. A little conflict or drama can add spice to a campaign, but if your party can't work together then your game is going to fall apart in short order. So collaborate with your players and solve these issues before the game begins. Make sure everyone is on the same page about their roles and relationship to the group. Make sure everybody is ready to get along and your campaign will run much smoother for your efforts.

Suggested reading: Link: Regarding the Phrase "I'm Just Playing My Character"Character MotivationsThere's No "I" in "RPG"

Happy ventures!

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