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View Full Version : Do you ever have impatient players? Tell me tales.



Makashima
2018-01-02, 03:14 PM
My last game, I had a player try to rush things when a roleplaying scene was going on. Didn't exactly yell, but the tone was definitely harsh. He also always tries to kill or knock out characters that seem to take to long to do what he wants.

When this guy DMs, he doesn't seem to appreciate players taking too long in any scenario either. He literally 'god handed' us out of a shop. And had OP guards that could OHKO us if we did something he didn't like. No rolls, no special abilities, just "the guard hits you for 100 damage" and that's that. We were level 2 and 3 at the time.

Regale me with tales of players or DMs being impatient or being jerks.

Gardakan
2018-01-02, 03:27 PM
I have players who have Intimidated other players so they would shut up a bit while in characters (to not be unpolite and in-characters I'd say). They grew impatient of the impatience of others. Ironic.

Calivar
2018-01-02, 05:44 PM
This was more of an impatient character (though there was some overlap). The party was taking a solid chunk of time trying to figure out what to do with some prisoners after a battle. We knew they would betray us at a moments notice if we let them live, but we were against killing them in cold blood due to the fact that they were defenseless (and I think they surrendered). After 30 min of discussion the ranger just snipes, from the forest, one of the prisoners in the head and he falls over dead. we took the discussion matter inside after that.

P.S. we ended up branding them with our seal. harsh, but guaranteed they would not run to there former, vengeful master.

Pex
2018-01-02, 05:48 PM
I do get annoyed when players get annoyed the rest of us are discussing plans on what to do or engage in a combat.

Zuladel
2018-01-02, 06:15 PM
I once had players spend a ton of resources and time melting sand in a desert into glass spending the money to turn it into a teleportation circle. Then they argued with each other for so long about where to go one of the players got fed up and just cast a shatter on the sheet of glass.

Vykryl
2018-01-02, 06:31 PM
I get in a hurry during combat. Your last in initiative order, we've determined what's effective, you should have figured out what spell was useful before we got to you.

The party wants the information as fast as possible so let's all roll dice for the same check rather than letting the specialist have his moment. Let the DM finish the room description, let the traps person and magic person safety check the room before investigating every cobweb and dohicky. Give the non combat specialist their moment before rolling on a long shot chance.

Contrast
2018-01-02, 06:42 PM
I play with a number of people who seem incapable of pausing to plan. I think they're more used to a dungeon crawl style game where the planning consists of kicking open the door to the next room.

We're currently meant to be playing a game about subtle espionage and they keep on murdering/attacking people because they may (or may not) have someone to do with the enemy we're hunting and generally throwing explosive around.

As much as this makes me facepalm I do infinitely prefer this to games I've played in where we've achieved nothing all session due to going round and round in circles without agreeing what to do.

Gardakan
2018-01-02, 07:05 PM
I play with a number of people who seem incapable of pausing to plan. I think they're more used to a dungeon crawl style game where the planning consists of kicking open the door to the next room.

We're currently meant to be playing a game about subtle espionage and they keep on murdering/attacking people because they may (or may not) have someone to do with the enemy we're hunting and generally throwing explosive around.

As much as this makes me facepalm I do infinitely prefer this to games I've played in where we've achieved nothing all session due to going round and round in circles without agreeing what to do.

Planning is key, but each group has a different dynamic. Also, plan doesn't survive contact with the enemy 9 times out of 10.

The key is having fun and being adaptable. There is always players which leads more naturally then others. Everyone should be able to have fun and shine.

Eurus
2018-01-02, 07:10 PM
Planning is key, but each group has a different dynamic. Also, plan doesn't survive contact with the enemy 9 times out of 10.

The key is having fun and being adaptable. There is always players which leads more naturally then others. Everyone should be able to have fun and shine.

This is the main reason I support the "party leader" concept, at least with newer groups. It's hugely helpful to have a tie-breaker, after everyone's made their case and nobody can decide what to actually do. And while you obviously don't want to steer your players too hard as DM, there are times when you need to give them a nudge if they're really having trouble. Better to get things moving again so people don't stop having fun...

Contrast
2018-01-02, 07:21 PM
Planning is key, but each group has a different dynamic. Also, plan doesn't survive contact with the enemy 9 times out of 10.

The key is having fun and being adaptable. There is always players which leads more naturally then others. Everyone should be able to have fun and shine.

Don't get me wrong I'm all about being adaptable. But you need to stop and think about why you're actually doing something.

A few sessions back, we're hunting someone. We've captured someone who may know their whereabouts/be able to give us information on them. I want to interrogate them. Instead its decided it will be faster to just let them go and follow them (and hope they lead us to the persons hideout though without interrogating them we have no reason to believe they will actually do that...).

Person realises they're being tailed, we chase and lose them but did manage to get a tracking device on their car. I wasn't there for the next session but apparently they then followed the tracking device to a factory, snuck in, got noticed and started shooting the place up (no other investigation into what was going on beforehand even though they knew the guy noticed he was being tailed and they would be on alert).

At this point we've gone from a covert team with a hostage to alerting the person we're after them, they know where we operate from and have a description of us. We still knew nothing about them, their defences or their location.

Adaptability is great but you need to actually keep in mind what you're trying to achieve when you undertake actions :smalltongue:

Snowbluff
2018-01-02, 09:02 PM
I'll frequently get aggravated in game with people taking their time parleying for literally half an hour OoC, or spending so much time trying to open a door that probably isn't trapped but they'll act like it is. The simple fact of the matter is DnD 5e takes time to play, and people monopolizing large amounts of playtime with fruitless nonsense has literally wasted a good chunk of my life span I'll never get back.

In short, my new method is to be more proactive when I play, and not be afraid to kick down a door and figure out a plan when it's not my turn on initiative.

More specifically:

So there's this wizard we're supposed to cooperate with that we were fighting, because our assassin shot him and in general both our party and the wizard didn't make a great first impression. We end up fighting for a bit before the sorcerer parleys. She tries to persuade him for half an hour, going in circles and getting nowhere. I pummel the wizard to death for my time. He pops out of a conling pod and the fight starts up, and I singlehandedly destroy every pod. The wizard banishes me, but we're like a hair away from winning and just cutting the gordian knot. The solution? Another half hour of parley in a module that was already running over time for the con we were at, which could have been skipped with another round of combat.

Burnteyes
2018-01-02, 09:13 PM
My last game, I had a player try to rush things when a roleplaying scene was going on. Didn't exactly yell, but the tone was definitely harsh. He also always tries to kill or knock out characters that seem to take to long to do what he wants.

When this guy DMs, he doesn't seem to appreciate players taking too long in any scenario either. He literally 'god handed' us out of a shop. And had OP guards that could OHKO us if we did something he didn't like. No rolls, no special abilities, just "the guard hits you for 100 damage" and that's that. We were level 2 and 3 at the time.

Regale me with tales of players or DMs being impatient or being jerks.

Prior to stories, I'll give you my perspective as a player and DM. Note, I'm older and have been playing for 5 editions through a huge variety of formats/locations/engagement styles. Your mileage may very and this opinion is worth the cost you paid.

As a player, I look for synergies and for the DM to structure the game so that most everyone is enjoying themselves. While by nature and work I tend to be a natural leader, I sometimes work to real my own personality back, sometimes playing quiet characters and let the table and team make the plans providing my input.

As a DM I have a policy. This is your game, but it is my table. I modify my games, in process/progress, to best fit the dynamics of the various players. However, as in life, respect for others, specifically players and the DM is paramount. It is rude if there are players looking at their phone or playing half heartedly and being pretty disengaged. It is also rude to bully, in any shape form or fashion, anyone at my table. Bullying won't be accepted. I will stop the game in progress, do my best to pull you aside without clearly pointing out to the other players my intention as I don't want to be a bully either, then calmly and politely explain how and why you were being rude. If it continues, at the end of the session I will inform you that you are no longer welcome and ask you not to return. If you are playing half asses, not paying attention or on the phone, I will ask the other players their level of annoyance in private, one on one. If it is too distracting for the other players I will ask you to discontinue the behavior politely and explain why. If it doesn't change, I will either ask you to leave or if for various reasons I can't I will make the game unenjoyable for you in a very creative way until you decide to leave on your own.

Some general examples as a player: Rules Naaassis. You know them. Someone who reads every book that comes out and every rule. Typically they are not a DM as few want to play in their games. They will then instruct every single player on the rules as the game progresses. They will question your stats. They will ask how your character is able to do something, not in an inquisitive fashion, rather an interrogator style. If the DM chooses to do nothing, for the rest of the session, I will provide a quid pro quo in return. I will discuss with the DM after, and if the DM can't won't do anything, I no longer play at that table with that DM.

Rush freaks (your example): I s...llloooooooooooooooowwww

down

a

lot
In every aspect. I honestly will be slower to speak, speak slower, move slower to position on the board, contemplate every action, movement, spell, bonus action etc etc.

sky red hunter
2018-01-02, 09:14 PM
Once had a lawful good druid cast a fire spell on an npc delegate, whom we we're negotiating with, from another city cause he was bored...... ended any hope of a civil relationship with them.

(Same player had no qualms about calling down lightning bolt in a druids forest and setting trees alight.)