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View Full Version : My list of Player Expectations when DMing.



SangoProduction
2017-06-21, 06:32 PM
I've lost this list so many times, I'm just posting it here so I can just have it in my signature forevermore.

1. Don't be a ****. This should be self-explanatory.
2. Be somewhat active between sessions. Just being totally silent all week can make one feel rather distant to the game. It shouldn't be your whole life, and you're not expected to be on the ball with all questions at all times of the day. People have lives. But just something to know you're actually there. (In-character recap journals are very much appreciated.)
3. Be more engaged in combat than just rolling dice. Tell us what you are doing. We do use an "attempt/result" system.
For example: The attacker "attempts" to... let's say, "sweep their legs with my scythe" then rolls an attack. The defender, noticing it doesn't hit, says "I jump over it," is the result.
4. Be a grown up. Yes, **** happens. Sometimes your favorite character dies. Sometimes that's more preventable than others. I don't appreciate when people start raging about it. Also, you probably shouldn't have charged that hungry-looking dragon...just saying.
4.5 Remain civil. If you have a disagreement on something, don't start calling the other(s) names. Talk (or type) it out calmly, stating clearly and concisely your claim and supporting arguments. Also, most if not all disagreements over mechanics or fluff (or the interaction between the two) can wait until the session is over.
5. Be on time. Yes, this actually means showing up, or if you can't show up, give us at least a day or two's warning that you won't. You will get kicked if it does not seem like you are wanting to show up to the game.
6. Please no TO material. I am very lenient with my power scale, but trying to play TO material (pun-pun, uber-chargers, D2 crusader, etc) really hampers the experience, and in order for anyone to perform on the same level, they must also resort to TO. To be frank, there are an extremely limited number of equally viable TO builds, which makes it less fun for everyone.
7. If you've got a problem with a ruling... Take it to the forums, unless it can be explained in less than 15 seconds. You will rarely, if ever, be screwed over by a bad ruling on my part, so if it happens, just roll with it, and we can retcon it later if it is that big of a deal. Game time is too valuable to spend on discussing rules.
8. Disintegrate doesn't mean... that you actually have half of your body disintegrated just because you lost half your HP. To quote the PHB,


What Hit Points Represent
Hit points mean two things in the game world: the ability to take physical punishment and keep going,
and the ability to turn a serious blow into a less serious one.

9. Be Prepared. Have your character sheet ready to go. Have macros set up. And on a microscale: don't just waste combat time when it's not your turn. Use it to plan what you're going to do next. If we can get people to not be "um'ing" throughout combat when it's their turn, more fun will be had.
10. Just for Emphasis... Don't **** over the party. I don't care if you're the most evil **** in the world, you don't get far without powerful friends/allies. Be sure to share the loot fairly.
11. Have a Discord account. Self Explanatory.
12. Keep it PG 13. There is a lot of porn out there. And a lot of it is much more satisfying than whatever you can think up and roleplay when no one else particularly wants to be a part of it. Also, sure, you can say you cut them in half when you critically kill them with your scythe...but you don't really need to go in to excessive detail about how their intestines hang out.
13. Speak Up and Speak Clearly. Yes, a lot of us are playing online, because we have difficulty in real life, or are nervous, or a manner of other incidents. But mumbling will only hurt your confidence even further, and make no one even want to listen to you. Speaking plays a large part in this game.

danielxcutter
2017-06-21, 10:32 PM
This seems solid to me.

Boozy
2017-06-21, 10:47 PM
I've lost this list so many times, I'm just posting it here so I can just have it in my signature forevermore.
11. Have a Discord account. Self Explanatory.

I'm not actually clear on this. Are you talking about online tabletop RPG? Normally I assume it's a bunch of people gathered around a table.

While you list is fair, it's probably not universally applicable. I'd add another one though:

Don't get (or arrive) stoned unless the DM and the rest of the party is cool with it in game. Some people are high-functioning, but most really drag out the session and get in the way of the group. If everyone's cool, cool. Otherwise, blaze after the game.

Allanimal
2017-06-22, 04:21 AM
I do like your list.
#8 is oddly specific.
There must be a story (or two) behind it.

Florian
2017-06-22, 04:39 AM
I do like your list.
#8 is oddly specific.
There must be a story (or two) behind it.

Thatīs a point that comes up pretty frequently and leads up to unnecessary arguments.
There seems to be a kind of gamer that canīt accept that hp is an abstraction, not only for "bodily wounds", but also "morale", "shrugging it off", "fighting spirit", and so on. "But I disintegrated him for 70 damage, that must have obliterated his body beyond reasonably functioning!", if you get my drift.

weckar
2017-06-22, 06:14 AM
"But I disintegrated him for 70 damage, that must have obliterated his body beyond reasonably functioning!" "No, he actually made his Save against massive damage."

Darth Ultron
2017-06-22, 06:42 AM
It's not a bad list.

Except my #7 is ''if you have a problem with a ruling, take it up after the game. Not even one second of game time will be wasted with you whining or complaining or crying or doing anything else except gaming.

Geddy2112
2017-06-22, 08:39 AM
I agree with everything but #11, but that's because my group plays in person so it is not required. For a PbP or online game it is required.



While you list is fair, it's probably not universally applicable. I'd add another one though:
Don't get (or arrive) stoned unless the DM and the rest of the party is cool with it in game. Some people are high-functioning, but most really drag out the session and get in the way of the group. If everyone's cool, cool. Otherwise, blaze after the game.
Our group has a rule about getting drunk at the table for the same(and then some reasons), although in practice the rule exists due to the actions of two players, me being one. You can have a drink or two but pounding them back always leads to trouble. Generally keep psychoactive substance use to a minimum.


It's not a bad list.

Except my #7 is ''if you have a problem with a ruling, take it up after the game. Not even one second of game time will be wasted with you whining or complaining or crying or doing anything else except gaming.
Most of the time, yes. I don't mind giving 15 seconds to appeal something important, to ask a question if their obscure resistance/bonus would come into play against something that happens to their character or the like. Also, sometimes I mess up as a DM and if a player notices and catches it I am fine. Same thing with retroactive things I miss so long as they are not disruptive. I certainly don't want somebody constantly questioning me or challenging my authority, but I want my players to have the option to appeal. If it is a majorly important ruling(a character's life is on the line, the actual climax of the campaign) I don't mind stopping and double checking if I am not totally sure about the resolution of the mechanics.

Zanos
2017-06-22, 08:42 AM
It's not a bad list.

Except my #7 is ''if you have a problem with a ruling, take it up after the game. Not even one second of game time will be wasted with you whining or complaining or crying or doing anything else except gaming.
Nah, not a huge fan of this one. I've been in multiple RAW arguments where the ruling affected the fight a lot. I had a DM who was convinced charging never provoked movement AoOs, and our spear guy not getting an AoO on the charging barbarian with 5 health left probably would have killed him.

If it's something that can be resolved quickly it's way less headache than having to apologize that your bad ruling got a character killed.



I do like your list.
#8 is oddly specific.
There must be a story (or two) behind it.
I think it's a specific example of a general misunderstanding. "I hit him with my greatsword for 100 damage, he must be paste! Nobody could survive that!"

SangoProduction
2017-06-22, 10:11 AM
I think it's a specific example of a general misunderstanding. "I hit him with my greatsword for 100 damage, he must be paste! Nobody could survive that!"

Yeah, basically.

Goaty14
2017-06-22, 11:01 AM
9. Be Prepared. Have your character sheet ready to go. Have macros set up. And on a microscale: don't just waste combat time when it's not your turn. Use it to plan what you're going to do next. If we can get people to not be "um'ing" throughout combat when it's their turn, more fun will be had.


macros are hard and confusing, is there a guide for roll20 macros?

SangoProduction
2017-06-22, 11:04 AM
macros are hard and confusing, is there a guide for roll20 macros?

https://wiki.roll20.net/Macros

Zanos
2017-06-22, 11:06 AM
I haven't found roll20 macros to be tremendously useful. They screw up pretty frequently giving people headaches when they try to fix them mid session, and for me personally it's easier to just roll 4d20 for four attacks, for example, and look for numbers that beat the AC with my modifier.

TheIronGolem
2017-06-22, 11:45 AM
Macros and similar tools can be incredibly useful. But they require a significant upfront time investment that not every player can make, as well as a non-trivial degree of technical proficiency that not every player has. Their use should be encouraged, but never required.

Zanos
2017-06-22, 11:50 AM
Eh, /roll 4d20 for my to hit rolls and seeing three hits and then /roll 3d8+12 for damage isn't all that complicated.

I'm a computer programmer so I appreciate the usefulness of automation and upfront investment to reduce overall time spent, but most D&D actions 1. aren't complicated enough to require macros and 2. are dynamic enough that the macro often needs to be changed. I think it's important to recognize when you aren't actually saving time by trying to save time. (https://xkcd.com/1205/)

TheIronGolem
2017-06-22, 12:04 PM
Eh, /roll 4d20 for my to hit rolls and seeing three hits and then /roll 3d8+12 for damage isn't all that complicated.

I'm a computer programmer so I appreciate the usefulness of automation and upfront investment to reduce overall time spent, but most D&D actions 1. aren't complicated enough to require macros and 2. are dynamic enough that the macro often needs to be changed. I think it's important to recognize when you aren't actually saving time by trying to save time. (https://xkcd.com/1205/)

So am I, and I have a printout of that comic in my office. But I'll also point out that the value isn't limited to time saved, there's also the reduction in human error it brings. A macro won't accidentally type "/roll 4d10" for those attack rolls and turn you into Sir Whiffington for the whole round when nobody notices.

But like I said, the ability to write and invoke these things, helpful as it is, shouldn't be a requirement for participating in a game. Not unless you're playing Scripts & Subroutines.

SangoProduction
2017-06-22, 04:29 PM
Meanwhile my

Attack: [[1d20+2]]
damage: [[2d6+3]]
macro works every time.

And instead of 10-20 seconds to find your bonuses and then type them in, it's less than 1 second to click. How convenient.

Zanos
2017-06-22, 04:36 PM
Unless someone casts haste, or bless, or bull's strength, or polymorph, or heroism, or enlarge person, or you power attack...

You should really just know your bonuses anyway.

SangoProduction
2017-06-22, 05:00 PM
Unless someone casts haste, or bless, or bull's strength, or polymorph, or heroism, or enlarge person, or you power attack...

You should really just know your bonuses anyway.

I literally couldn't think of a single time where it wasn't a case of "I actually rolled a 14, because such and such gives an extra +2."