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How to tell the DM that his campaign is boring?

Started by MES, October 22, 2016, 04:32:51 AM

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DavetheLost

@MES glad to hear things are hopefully getting better.

cranebump

Glad y'all hashed it out. Player input, and the trust it hopefully engenders, is always helpful.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Necrozius

Quote from: DavetheLost;928755I'll have to take your word on that. I don't think I've ever so much as cracked the cover on a 4e product.

It "seemed" like it was D&D while I read the rules. In actual play, however, it felt more like a D&D-inspired miniatures battle game.

Which is OKAY, if that's what it was supposed to be. I just couldn't perceive it as a traditional RPG.



On topic, I'm very glad that things worked out. I've always emphasized that honest communication is KEY to a good campaign or player group.

Ratman_tf

Quote from: MES;928747Alright then!

Our group played again yesterday and we decided to discuss my issues after the session.

Long story short: It was a honest and fruitful discussion. Our group consists of 4 people (DM, F, N and myself)
I stated that I found the story dragging in parts - especially the cattle-investigation plot - and I also told everyone what I liked about playing adventures in a medieval fantasy setting and what I liked about the DMs adventure in particular. Our discussion centred mostly around the cattle plot and we discussed for about 25 minutes.
F agreed with me, as in that he found the investigation part dragging and while playing he realised that I was bored, but he also hoped that the plot would gain more pace and did not say anything. N did not care as much for the plot as he had just as much fun in any adventure. F is a very experienced P&P player and I thought that he pointed out pretty sophisticated stuff.
For instance
Quote: "It's funny, that problems of a hobby that is all about communication, are the result of a lack of communication."

He also suggested that we could play a system in which no DM is needed and that is all about what the players want to play together, to get a better feeling for overall succesful storytelling and gameplay. (some western setting system?)
To sum up:
We agreed on giving the DM (whoever it is) suggestions what we want to experience while playing beforehand and to communicate (not discuss) more in the sessions to come. Discussing which things we liked or did not like to play was a good idea, but I also believe that it does not work with every group. We've been playing now for almost 3 years (?) straight and an open critique also could do a lot of harm to a group.

My advice: Keep the discussion problem oriented and suggest solution for whatever might concern you.

I am sorry, that I did not go into too much detail about the discussion, but I am short of time at the moment and I did not want to keep you waiting.
 :)
If you want more details or in case you got questions please write them down, I ll answer later!

Sounds good. I think that nebulous feeling that the game is "dragging" is one of those unwritten things that DMs either get a handle on and adjust for mid-session intuitively or sometimes not.
The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung

soltakss

Quote from: MES;928747Our group played again yesterday and we decided to discuss my issues after the session.

Which just goes to show that talking about a problem is by far the best solution.
Simon Phipp - Caldmore Chameleon - Wallowing in my elitism  since 1982.

http://www.soltakss.com/index.html
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