TTRPGs & D&D

Also, unrelated — a friend is DMing for the first time and got her first silly “the DM is traumatizing me” meme and was actually hurt by it (“how did I traumatize her?”). I had to explain the whole trend of players wanting to be traumatized by their DM and then teasing them about it thing the kids are doing these days, and then explained how the group chat changes my display name and waits for me to say something wild to screen shot it. Like… this one:

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Player in my Weds. night weekly game -- this is his second campaign ever, still has that new player enthusiasm -- asked if I'd run a Halloween bottle episode where the players are playing alternate timeline versions of themselves (this campaign is dealing with branching timelines and time travel). So I guess I'm running that, because it's too fun to NOT do it.

This is the same group that ran D&D but everyone is a muppet during our Christmas one shot last year but didn't tell me they were all showing up as muppets.
This group sounds delightful.
 
I'm putting together my own Halloween one-shot for the year. This time, I'm running Brindlewood Bay. It's a Powered by the Apocalypse system where the PCs are a group of elderly widows—members of the local Murder Mavens mystery book club—who find themselves solving actual murder mysteries in their quaint New England town. It's basically Murder, She Wrote with the lightest dash of Lovecraftian horror. For those unfamiliar, PbtA games require relatively little prep. The "plot" is written in real time by players and the DM.

Brindlewood Bay is particularly interesting because each adventure (or mystery, in its case) gives you a murder, a list of suspects, and a list of clues. How players discover and connect those clues is entirely up to them. There is no canonical solution. It's figured out on the fly between players and DM. I'm not going in with a single suspect in mind. The exciting part for me is watching the players hyper-fixate on something I say during RP or a random clue I throw out. I've never run anything like this before, but I'm hoping to keep it light and fun.

On a negative note, I played in that one-shot of Mythic Bastionland earlier this week. The system was neat and the DM understood the assignment. It's dream-like and unsettling. You never know what's objectively true versus hearsay, a lie, or folk magic. When solving one myth, you inevitably come across another three or four. Some impede your progress to your initial goal, others are set dressing. I found the combat lacking, but that's me with almost every D20 system. It tries to give you options, but you wind up using the same two things in every combat.

I didn't have a great time for two reasons:
  1. This group doesn't respect my time. The session ran for six and a half hours. Now, I've played in games that were four, five, or six hours and had fun, but I think that's the exception. Notably, none of them were on a weekday. For me, the sweet spot is around 3.5. I found myself loving @docsilence's shorter 2.5-hour sessions, too. They leave me wanting more, not itching to get away from the table. At one point, I told the group I had a hard stop in an hour. The game went on for another two hours after that. If I hear that as a DM, I'm rushing to get the player out of there.
  2. One player drives me up a wall. I've played with him before and found it unpleasant. I thought it was just the character he was playing, but no, it's him. No matter the setting, he plays an evil character. If you say so to his face, he'll argue. He's careless about murdering civilians, says uncomfortable things, and is generally immature. He's the only murderhobo I've played with. To me, in a heroic fantasy setting, playing an evil character goes against the spirit of the game. I'd describe his personality as "internet troll."
I could use some advice on the second point. That group wants to turn this one-shot into a full campaign. Getting out of it is easy enough. I can say I'm in enough TTRPG games right now, which is true.

The bigger problem is avoiding this guy in the future. These are all real-life friends. The group started as my high school friends and one player's brother, and has expanded to the same group plus the brother's friends. I generally like the brother's friends. One of them has become one of my favorite people. The internet troll, however, has always been someone I've tolerated.

When I set up my sci-fi campaign, I didn't self-select my players. Big mistake. I was strong-armed into including the internet troll. I'm only planning to run this game once a month (and it hasn't happened since our session 0 back in August), but that's still a lot more of this guy than I would choose. I was planning to run it in perpetuity. If I can't handle this guy, I guess that's no longer an option?
 
Regarding game length: I've definitely played and enjoyed 'marathon' sessions. But it was always when no one had to work the next day for whatever reason, and when the game was just JIVING with everyone and no one really wanted to stop. It was definitely a group decision constantly punctuated by 'do you guys want to keep going?' If anyone had said 'no, I've gotta stop' - that would have been it.
Doc's game has been pretty perfect where it's like 'we did our BIG stuff for this session, there's no other big stuff we can do - but we can do some little stuff for an extra half-hour or so, or we can stop now and start here next time.' That feels good to me. It's an easy out for anyone that just wants to be done, but if everyone is feeling it we can carry on with the less crunchy stuff to line up everything for next session.

Also, it's probably easier (in my opinion) to hit a stride for a longer-form game in that 4-5 hour range in person than over Zoom or a VTT.


In regards to a problem player, and prefacing this with I am the person that I am and I think everyone gets that by now and my advice will always come with that caveat: Respectfully, you gotta put on your big boy pants and have a hard conversation. The way he plays isn't compatible not just with your way of playing, but even with your general personality. You just gotta sit him down and say 'dude, this isn't fun for me and either we have to work out a way we can both enjoy these games, or we gotta play in separate games.'

The only other option - besides sacrificing your own mental health for his sake - is to call him out on his shit right at the table, mid-session, and be aggressive enough about it that everyone kind of needs to get involved and pick a side. That's a gambit, and can be really uncomfortable for everyone. But sometimes it's necessary if you're reasonably sure everyone agrees with you and will be like 'yeah dude, you gotta tone it down.'

I imagine the guy is just a cunt, and you're not gonna uncuntify him. But it's always -possible- that he just doesn't realize how disruptive he's actually being. I've definitely played with people where all it took was saying 'you are actively making this game not fun for me to be part of' and those people just turned around entirely because they never even considered they were making you not want to play. Other people don't care.

If he doesn't care -- you probably know the answer. The groups you play in have to decide who they'd rather play with, because it can't be both of you.
 
I prefer 5-6 hour sessions, but it depends on the table. Need a good DM that can improv. Truly improv. Players need to actually be playing.

I don't want to lose half an hour or more to ADHD tangents about how the way I described my spell reminds you of an anime that you watched, and now want to discuss with the table. I don't want to take a scene seriously with the DM while the rest of the table sidebars about their critical role crush or what movie they thought was terrible that someone on letterboxed said was good. I don't want to lose time to someone being a spreadsheet junkie about inventory and loot.

When I played 3.5, maybe this is normal, but every fight we would have to go over all the loot, which would include gems and other items, and the self declared inventory guy was writing it all down in a leather-bound journal in in character calligraphy and it took like half an hour. Every. Fight. I do not need your Scrooge McDuck Christmas Carol Ledger bro.

But when it comes together. My Dragon Heist, Mad Mage, and Avernus games were all from a local store. Paying for your seat basically screened out fools and people with scheduling issues. Every other Sunday. Locked in rain or shine. DM kept a leash on side talk. Play. Lunch break. Play.

It was glorious.

Other table I had was just self policed, everyone came to play and tell a collaborative story.

And I ran Star Wars online for 5 hours on Saturday nights, but again, everyone "bought in" with the characters and fantasy. Get up, order food, walk your dog, draw, organise your notes, but don't throw on YouTube or build a Lego set.

It's cool to joke around or go on a tangent. It's going to happen. But you got to read the room, and respect people's time. This might be some people's only bastion of sanity for the week.
 
Regarding game length: I've definitely played and enjoyed 'marathon' sessions. But it was always when no one had to work the next day for whatever reason, and when the game was just JIVING with everyone and no one really wanted to stop. It was definitely a group decision constantly punctuated by 'do you guys want to keep going?' If anyone had said 'no, I've gotta stop' - that would have been it.
This is what I do when I prepare more than one session in advance. I think it's the right approach; people have lives outside of the game.
The way he plays isn't compatible not just with your way of playing, but even with your general personality. You just gotta sit him down and say 'dude, this isn't fun for me and either we have to work out a way we can both enjoy these games, or we gotta play in separate games.'

The only other option - besides sacrificing your own mental health for his sake - is to call him out on his shit right at the table, mid-session, and be aggressive enough about it that everyone kind of needs to get involved and pick a side. That's a gambit, and can be really uncomfortable for everyone. But sometimes it's necessary if you're reasonably sure everyone agrees with you and will be like 'yeah dude, you gotta tone it down.'

But it's always -possible- that he just doesn't realize how disruptive he's actually being. I've definitely played with people where all it took was saying 'you are actively making this game not fun for me to be part of' and those people just turned around entirely because they never even considered they were making you not want to play.
Good advice. I would rather approach someone in private, but I think doing so publicly, especially as the GM, might be valuable.

"I like running this game, but not when you act like that." Then at least the other players see the warning and might tamp down on him without me having to step in.

Given my disposition, I'd be more likely to punish him in-game, passive-aggressively, than to call him out. We all know that isn't effective, though.
I imagine the guy is just a cunt, and you're not gonna uncuntify him.
He's a cunt. He revels in getting a reaction, even (or especially) shock or disgust. I find him an unpleasant person. I don't understand why they're still friends with him.

One member of my friend group has the Damien gene of assuredly expressing himself. He makes a fuss when the other guy is around. "Why are you like that?" "Nobody thinks that's funny." "Just ___ being a child."
I don't want to lose half an hour or more to ADHD tangents about how the way I described my spell reminds you of an anime that you watched, and now want to discuss with the table.
One member of my table has this issue. They're either going off on tangents about another D&D game or going on a 90-minute in-game shopping session. When I run things, I aggressively usher them from one scene to the next to cut down on it.
But when it comes together. My Dragon Heist, Mad Mage, and Avernus games were all from a local store. Paying for your seat basically screened out fools and people with scheduling issues. Every other Sunday. Locked in rain or shine. DM kept a leash on side talk. Play. Lunch break. Play.
Ginny Di had a recent video about paid DMs/games. Paying for your spot does appear to have that effect.
 
"I like running this game, but not when you act like that." Then at least the other players see the warning and might tamp down on him without me having to step in.
I wouldn't necessarily count on this just because they've clearly not made any attempt to stop him yet, right? But even just you saying it out loud and kind of forcing other people to acknowledge it's happening might help.



One member of my friend group has the Damien gene of assuredly expressing himself. He makes a fuss when the other guy is around. "Why are you like that?" "Nobody thinks that's funny." "Just ___ being a child."
I have never been described as 'assuredly expressing myself.' That's a nice way of saying I'm blunt asshole. I like it. Might put it on a t-shirt.
But yeah, sometimes it's just necessary. 'Dude, you're being an irritant and no one is enjoying playing with you.' How it gets said is super dependent on who it is and what that relationship is like, and whether or not anyone wants to actually salvage him as part of the group or if it's just time to say goodbye.

And that's the biggest part of it; sometimes there's no 'fixing' the problem between people at a table. Sometimes someone just has to go. When you take on the role of DM, you definitely take on the responsibility, in my opinion, of dismissing disruptive players. 'If you behave this way, you're not welcome at the next game.' If anyone else has a problem with that, maybe it's time to reevaluate the entire group and what everyone wants from it.


Paying for your spot does appear to have that effect.
I feel like I would hate playing in a game I paid for. I think I would put too much pressure on myself to make it 'worth it' - and also not to disrupt anyone else's enjoyment of something they paid for. Now I'm second-guessing everything I do and say in the game to try to avoid harming the experience for anyone else, and ultimately end up not enjoying it for myself.
 
  1. This group doesn't respect my time. The session ran for six and a half hours. Now, I've played in games that were four, five, or six hours and had fun, but I think that's the exception. Notably, none of them were on a weekday. For me, the sweet spot is around 3.5. I found myself loving @docsilence's shorter 2.5-hour sessions, too. They leave me wanting more, not itching to get away from the table. At one point, I told the group I had a hard stop in an hour. The game went on for another two hours after that. If I hear that as a DM, I'm rushing to get the player out of there.
Yeah no. If I say "hard out in an hour" it means -hard out-. You get a 15 min heads up and then I'm leaving. I got places to be. A DM or players that let that slide aren't respecting the table. I'm in three groups now, one I DM and two more including the AT one, and I can't imagine any of them doing that. As a DM if a player gives me that heads up I make it happen.

My 'home' game, the one I DM, is a strict 4hrs. front to back. That's enough time to fart around for half an hour if we want to talk about a tv show or politics or life, but still enough time to get some good progress on a story. Granted, there's always 10-30 mins of pregame table talk since most of my group has known each other, or at least me, for upwards of a decade or more.
When I set up my sci-fi campaign, I didn't self-select my players. Big mistake. I was strong-armed into including the internet troll. I'm only planning to run this game once a month (and it hasn't happened since our session 0 back in August), but that's still a lot more of this guy than I would choose. I was planning to run it in perpetuity. If I can't handle this guy, I guess that's no longer an option?
So if you want to go a softer option, bring the current story section to a close, retire the game, and then wait a couple of months. Come back, re-assign your group (say you'd like to run with a smaller crew this time, easier for you as DM to manage, which is true) and pick up the story after a time jump.

This is actually how I would advance my settings after aborted games for years. If a game fizzled (always due to scheduling), I'd DM fiat the ending (usually a mix of happy/sad, so I could carry forward villain plots but I wasn't totally funking the characters if a player returned) and then fast forward the world six months, a year, ten years, and pick up anew. It has a nice bonus of giving your world a lot of free texture because your old PCs become NPCs in the world and their half-adventures become history or legend.

I do recommend being *extremely* selective with your tables. They should be like the exclusive section at a club. You gotta know the club owner and the owner needs to like you. Pretend you just don't like running for large groups if you want to be nice, but police the shit out of who you run for. You're putting in too much effort as DM to be miserable doing it.

That said, you can just kick the guy, it sometimes sucks, but sometimes it's the right thing. That or...
The only other option - besides sacrificing your own mental health for his sake - is to call him out on his shit right at the table, mid-session, and be aggressive enough about it that everyone kind of needs to get involved and pick a side. That's a gambit, and can be really uncomfortable for everyone. But sometimes it's necessary if you're reasonably sure everyone agrees with you and will be like 'yeah dude, you gotta tone it down.'
This is a good option, I think. Don't make it about the game you want to run, make it about the table and respecting the game everyone else wants to play. "Hey, that behavior isn't in keeping with the tone of game your fellow players are trying to achieve. You could play any number of characters that would match what everyone else is going for, why are you choosing to be the wangrod? If you'd rather play another game you don't need to play this one."

Fair warning, you might lose the group over it, but I promise there are better groups out there. I'm currently playing with three of them.
He's a cunt. He revels in getting a reaction, even (or especially) shock or disgust. I find him an unpleasant person. I don't understand why they're still friends with him.

One member of my friend group has the Damien gene of assuredly expressing himself. He makes a fuss when the other guy is around. "Why are you like that?" "Nobody thinks that's funny." "Just ___ being a child."
Agree loudly with that member of the group when they speak up. "Yeah, I really don't dig that behavior either." "Seriously, can you tone it down?" "He's right, that ISN'T funny." The more it becomes apparent that this idea is the majority POV, the more people feel comfortable policing a peer. Eventually the peer either becomes socialized properly, or they get evicted from the group and find some other poor souls to torment.
I have never been described as 'assuredly expressing myself.' That's a nice way of saying I'm blunt asshole. I like it. Might put it on a t-shirt.
Interacting with you live has given me added texture and I'm finding your bluntness more charming the longer we play. Sincerely. No bullshit. Also you hate the monarchy enough to refuse to pledge to them and I respect anyone who would tell them to fuck off.
And that's the biggest part of it; sometimes there's no 'fixing' the problem between people at a table. Sometimes someone just has to go. When you take on the role of DM, you definitely take on the responsibility, in my opinion, of dismissing disruptive players. 'If you behave this way, you're not welcome at the next game.' If anyone else has a problem with that, maybe it's time to reevaluate the entire group and what everyone wants from it.
100% this. There was a moment in my last long game where there was some friction at the table and it was sort of threatening group cohesion, and I took everyone aside and did a one on one where it was like "hey, if this is where we're at I just don't want to run" and because we're all adults, it got sorted, and that game kept going for like two more years. And we're all still playing. Sometimes the adult conversation is exactly the right thing. If nothing else it sorts out if these are the players for you.
I feel like I would hate playing in a game I paid for. I think I would put too much pressure on myself to make it 'worth it' - and also not to disrupt anyone else's enjoyment of something they paid for. Now I'm second-guessing everything I do and say in the game to try to avoid harming the experience for anyone else, and ultimately end up not enjoying it for myself.
Agreed. I'd also hate being a paid DM because then I'd be an employee of the players. Nah. This is my hobby. A hobby I like and take seriously as a hobby, but a hobby none the less. I'm not clocking in for it. We're here to have fun and I'm playing host, but that's it. I don't want to owe anybody a game because money changed hands. I want us all to just enjoy showing up.
 
I wouldn't necessarily count on this just because they've clearly not made any attempt to stop him yet, right? But even just you saying it out loud and kind of forcing other people to acknowledge it's happening might help.
He generates groans or "come on, man," but I think he feeds off of it. Negative attention, after all, is attention.
So if you want to go a softer option, bring the current story section to a close, retire the game, and then wait a couple of months. Come back, re-assign your group (say you'd like to run with a smaller crew this time, easier for you as DM to manage, which is true) and pick up the story after a time jump.
These are good ideas. It's a tough one because I told them I'd be running this for the long haul and we literally haven't had session 1 yet.

I could run a three- or four-session campaign and tell them it's too much, I'm not enjoying it, or we're going on hiatus. It'll depend on how much the bad player annoys me.
I do recommend being *extremely* selective with your tables. They should be like the exclusive section at a club.
I started this game on a lark. I wanted to stretch my legs with sci-fi instead of fantasy. I threw some feelers out, and, against my better judgment, I let one player pick the rest of the table. I knew I fucked up almost immediately. Still, I've made my distaste for the other guy known, at least as loudly as I'm comfortable doing. I'm surprised the player who selected the table forged ahead anyway.

It's a valuable lesson learned.
You gotta know the club owner and the owner needs to like you. Pretend you just don't like running for large groups if you want to be nice, but police the shit out of who you run for. You're putting in too much effort as DM to be miserable doing it.
The funny thing about this is... I have been. I've pissed off at least four friends because I won't let them play in my games. I have a core group of four players whom I love DMing for. I use the "I only DM for four" excuse all the time. It's true!
 
I've been a paid DM. It's... fine. It's okay. Honestly the best paid DM experience I've had was doing, I shit you not, D&D as corporate team building exercise, but that was because I was literally just there to help them learn a game that might make them mildly less shitty people OR out themselves as TRULY shitty people, and BOY HOWDY do you learn who's a fucking dickwad when you get them in a fictional dungeon.

Being paid for an on ongoing game? I hated it. I want to tell stories with my friends. I want to create scenarios that get my friends to yell in excitement and surprise. I don't want to do that for strangers, it's too personal. Being a paid DM made me feel like a hooker. Also I've never met a pro DM (who wasn't a celebrity) who was being paid enough per hour to make it worthwhile. Except those corporate gigs, those paid pretty well per hour spent doing them, but I also fucking hate LinkedIn Dudebro Fucknuts.

In the year of Cthulhu 2025, there's really no need to tolerate cunty behavior from a player. Every DM / GM I know has a wait list of players dying to join a table. It's awkward, socially, but honestly I've sunset entire campaigns to get rid of a few players ruining things for everyone else, picked back up with the good ones, and everyone has been happier without the problems. I've even GENTLY sunset campaigns where I might like the players as people but they aren't fun to DM for (never learn even the basic rules, always canceling, often late or go on tangents that derail the game). I run eight or ten sessions and if it no longer sparks joy, I'll set up an ending and wrap it up. I actually love running games twice a week if I can, but if someone makes me dread that game? I'm pushing 50 and working three jobs, I don't have time for dumbasses in my games. And unfortunately, frequently the other players want them gone to but want the DM to be the bad guy and boot them when the whole table really wants to be like "Bob, you're fucking annoying to play with, you're voted off the island."

I've sometimes found that just not feeding the trolls causes them to self-select out though. Ignore their bullshit and walk past them and when they don't get any attention they leave on their own. When they do it's like when you realize a cut isn't infected anymore, that nagging pain is gone and it takes a while to realize it.

I prefer 5-6 hour sessions, but it depends on the table. Need a good DM that can improv. Truly improv. Players need to actually be playing.
I used to love those long games, but I've hit this smooth groove where almost every game I run (aside from a certain one!) starts at 7, ends at 10, like clockwork. Usually 30 minutes of catching up/fuckery at the start. Session ends at 10 cos most of the players turn into pumpkins at that hour. The ones who aren't crashing out might stick around for a half hour to jabber about the lore etc. from the session. It's my post-pandemic format and man, I've never played more games since I got it down to 2-3 hours of gameplay. Most of the folks I hang with don't have five hours in one sitting anymore, mentally or physically. I do miss all-day games though, that was a golden era. (Worth noting I've got a chronically ill partner and a lot of folks I GM for are also chronically ill so the shorter, more frequent sessions just work better for those folks, or for me who has to pick up a lot of daily tasks when she runs out of gas behind the scenes.)
 
I don't want to do that for strangers, it's too personal. Being a paid DM made me feel like a hooker.
Yeah. I know myself just enough to know this is how I'd feel as well. Like movies, ttrpgs is one of the primary ways I make and interact with friends, and I don't think making it a commodity in my life would improve that experience.
 
Yeah. I know myself just enough to know this is how I'd feel as well. Like movies, ttrpgs is one of the primary ways I make and interact with friends, and I don't think making it a commodity in my life would improve that experience.
The local gamer bar was paying $100 a session and I was like: if you take prep into account it's like minimum wage and I could NOT make 100 dollars and get to be around people I love being around instead of whatever riffraff happens to wash up at the bar on a given night. Also, mixing strangers, booze, and D&D into one scenario is a nightmare. Trying to teach a new game to a sober person is bad enough. That being said if they were paying $500 a session I would've stuck it out.
 
I've had a player drinking at my table one time during game and nah, not a fan. A new player would be miserable.
It's all about self-awareness and self-control. About half the players I game with, maybe two-thirds, will have a cocktail or two or some wine while they play and it's fine, it's just part of relaxing with your friends. (I actually had one of my players over-serve ME with peanut butter whiskey one game - never again with that stuff - and drunk DMing actually went WAY better than it should have in any reality.) But one of the players I've had to kick out of my games would get stoned while she was playing and her focus and care would dribble off into space the longer the game went on.

But also it's a few drinks with your friends while you play vs. strangers at a bar where imbibing to excess is kind of expected.

A player and his husband from the Witchlight game I ran last year would make themed drinks based on the session. My love for Witchlight has waned a LOT since I ran it, but man if there's a campaign that inspires silly fruity cocktails, it's that one.
 
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