Frustrated Players (partially rant and campaign log )

Discussing all things Ravenloft
User avatar
Dark Whisper
Agent of the Fraternity
Agent of the Fraternity
Posts: 52
Joined: Tue May 10, 2005 11:32 am
Location: Basel, Switzerland

Frustrated Players (partially rant and campaign log )

Post by Dark Whisper »

Did it ever happen to you, that you did your job as Ravenloft DM so good, that you did not frighten and demoralzie the characters in your game, but the actual players ?

I don't know, if I did my job too good, but I succeeded in demoralize and frustrate two players.

OK, a bit background info.
I'm running a RL campaign (buhu, big surprise) set before the Grand Junction. I've run my players through several adventures (Night of Walking Dead as a starter; a "protect a young woman against her half-sister" adventure, bringing them into contact with the nightmare court; a modified version of the third Ravenloft Novel (that one in Souragne); a modified version of The Standing Stone and Festival at Halbar.

Currently, they are traveling the Forest of Everchange in the Nightmare Lands - or so they think, being in a Dreamscape (replaying loosely Dark Harvest).

Two players sent me a mail today. They are frustrated that their characters are no heroes; they think they had never succeded in any adventure, never achieved any success.
They are frustrated and while I can somewhat understand their feelings, I don't know what to do.
I answered them, listing their adventures and the ending, showing that they - while not achiving a clear, shining everyone is happy and all is good ending - were succesfull.


I explained that there probably won't be any clear, shining , everyone is happy - endings, but that does not mean that they had failed; (e.g. while several people died in NoWD, they prevented Marcel from killing and reanimating the whole village, thus saved all villagers).

Still, I wonder what will happen. Did you ever have a similiar occurence ? Or do you care to offer any advice ?

(Or would you like just telling me - Unravenloft-esque as it may be - that everthing will be fine ?)
:wink:


Well, I guess I just needed to rant a little. Thanks for reading my brabbling.

DarkWhisper
Last edited by Dark Whisper on Fri Jun 24, 2005 2:49 am, edited 1 time in total.
Whisspersss in the Dark...
User avatar
Scipion_Emilien
Evil Genius
Evil Genius
Posts: 246
Joined: Thu Jun 23, 2005 6:54 pm

Post by Scipion_Emilien »

I had the same trouble with my players, they wanted to play ravenloft, but on the others side it seem that for them Ravenloft was a super-heroic world.

I didn't really fix the problem, I make them learn more (perhaps too much) about the setting, and this seem to temporaly fix the problem. But knowing my players, particulary one, i don t really know what to do with that.

One of my players is already asking for more magic item because PC of lvl 10 should have more as his say. Fortunately, I will soon get the Van richten guide to the shadow fey, perhaps will he find one or two item of the regalia of Arak...


P.S. Hi all, my first post on the FoS! And good saint-jean day to all the québécois! (seem to have a lot here)
User avatar
Igor the Henchman
Evil Genius
Evil Genius
Posts: 791
Joined: Tue Dec 02, 2003 6:50 pm

Post by Igor the Henchman »

Are you being 'too good' a Ravenloft DM? I can say for certain that frustrating players is never a sign of success for a DM, no matter what game setting you play.

In my opinion, players who tell their DM that they are frustrated with his campaign should be taken seriously. Not knowing much details of your game, I can only offer limited advice, but I recommend listening to the players' comments and use their input to improve your DMing style.

It is a simple fact of the game: the most enjoyable and memorable moments at the gaming table is when the PCs get to do something bold and heroic. From many players' point of view, these episodes constitute the main incentive to play adventurer characters. When I DM, I know it is my job to give them these memorable moments - in a reasonable measure. I consider such episodes - those where the PCs get to crush the vampire, to blow up the evil wizard's tower, or to rescue a meaningful NPC, to be the peak moments of the game. I know the players always do.

It is sometimes easy, I think, for a DM to forget to look at the game from his players' point of view. This is doubly tempting in Ravenloft, a setting that was created almost entirely from a DM's perspective. Our players don't enjoy the same amount of interesting information about the setting we do. I mean sure, we know how cool the Nightmare Court is, but in the players' eyes, they are nothing more than interesting villains for them to fight. And when the players set their characters to fight villains, they usually aren't satisfied till they've throughoutly defeated them, savouring their victory as the single greatest prize they can receive in the game.

While 'small victories do matter' is indeed a great part of Ravenloft's premise, this philosophy should not be used to deprive the heroes of their sense of heroism. Even in the bleak, moody, deeply-immersed-roleplaying world of Ravenloft, the players want a chance to kick butt. This seems to be what the players in your campaign feel they're lacking. My advice is to adjust your style based on your players' negative feedback. Next adventure, break your usual adventure style and give them an exceptional chance to really show off - they'll love it.
User avatar
Jason of the Fraternity
Master of Illusion
Master of Illusion
Posts: 1484
Joined: Mon Dec 01, 2003 7:12 pm
Location: Chicagoland area
Contact:

Re: Frustrated Players (partially rant)

Post by Jason of the Fraternity »

Dark Whisper wrote:Did it ever happen to you, that you did your job as Ravenloft DM so good, that you did not frighten and demoralzie the characters in your game, but the actual players?
I would agree with Igor that this is not necessarily a sign of a good DM. There are certainly times that you can organize an adventure and play out the scenes so well that the players are frightened, but I doubt that a demoralized player is ever a good thing. If a player becomes frustrated with the game, then we (as DMs) are missing one of the most important aspects of the role: providing an enjoyable game.

Dark Whisper wrote:I explained that there probably won't be any clear, shining , everyone is happy - endings, but that does not mean that they had failed.
No, it certainly doesn't mean that they've failed. However, it also doesn't mean that your players aren't frustrated with the results of their adventures. Ravenloft is certainly a bleak and forboding atmosphere, but there still needs to be light (even if it is difficult to find). If the players are complaining about the current outcomes, then you might need to provide them a more obvious victory now and again. A villian that is obviously thwarted by their actions could give them the morale boost to keep them believing that they're making a difference.

I don't think that you should toss away the plans for your long term campaign, but some remodeling might be necessary. From reading your brief outline, it sounds like you are running a rather interesting series of events. However, it might be more frustrating and less interesting to be the clueless character trying to set everything right...
[i]Pandemonium did not reign, it poured![/i]
User avatar
Dark Whisper
Agent of the Fraternity
Agent of the Fraternity
Posts: 52
Joined: Tue May 10, 2005 11:32 am
Location: Basel, Switzerland

Post by Dark Whisper »

I had the same trouble with my players, they wanted to play ravenloft, but on the others side it seem that for them Ravenloft was a super-heroic world.
While I made my players clear, that RL is not FR or a "Candy-RPG" (nice, sugarcoated, pink, (I think you get the meaning)), this seems to bother my players a bit, too.
Are you being 'too good' a Ravenloft DM? I can say for certain that frustrating players is never a sign of success for a DM, no matter what game setting you play.
Yes, bad choice of words on my part. It's clear that this is not a sign of a "too good" DM. And yes, I know that I should work with the players towards a enjoyable and rememberable game/hobby.
It was a bad turn of phrase, patially due to my having just finished an answer to the mail (which took me several hours and filled 6 pages of word-document), being tired,being frustrated myself and not being natural english speaking.
In my opinion, players who tell their DM that they are frustrated with his campaign should be taken seriously.
I take them seriously.
If the players are complaining about the current outcomes, then you might need to provide them a more obvious victory now and again. A villian that is obviously thwarted by their actions could give them the morale boost to keep them believing that they're making a difference.
Not knowing much details of your game, I can only offer limited advice,
Oh, I think (or thought) that they had their triumphs.
Let me expand...

If you need more info, post and I shall give them.

Night of the Walking Dead (contains Spoilers)
They stopped Jean murdering any more villagers (unfortunately, not before he killed several) and confronted and destroyed Marcel. They did not suceed in saving Luc, however, and I think that's why they feel it was no success. After the undead body of Marcel was destroyed, they received a mysterious message, delivered by a heap of bones that animated themselves into a big humanoid shape, thanking them for taking care of "that little upstart Zombielord". That shape as you might guess, was sent by Misroi.

They continued to Port d'Elhour where they had the opportunity to spend some time on board of a casino-ship (think Mademoiselle de la Musarde from the third Ravenloft novel), loosing and gaining coins, sampling good food & drink or watching the opera.
After they had spent an evening on the ship, they returend and stumbled upon a man chasing a young woman through the nightly cityscape. The went to help and killed the man. The woman thanked them and the PC insisted on accompanying (sic?) her to her house. While walking, they learned that the man had been her guard since childhood but had suddenly turned against her.
The PC offer to stay the night with her and she accepts.
During the next day, two different PCs are approached by servants/messengers of two different merchant families and asked to come to speak about a deal.
The group sends some PCs to either meeting.
Both merchants offer a reward on Fila's (the young woman) life - but only, if they keep them alive and out of harm. Oh, and the two dislike each other...
Some intrigues and guessing later, Fila is attacked in her bedroom by a phase spider, that the PC's fight off. Some further attacks, including the cook poisoning the whole household, the PC get the first glimpse of their enemy; they dream a confrontation, in which they have the upper hand at first, but loose terribly, when their enemy starts taking control of the dream - her dream. They are killed off one by one - and wake up in Fila's house.
Some investigation later, they find their enemy's hiding place and fight her, killing her and rescuing a dreamweaver-spider.
They also find several very old letters.
From the letters, they can put together their attacks motive; she was a half-vistani and Fila's halfsister. When her mother became pregnant with her, and wanted to keep the child, she was cast out of the tribe. So she had to raise her daughter alone and separated from her tribe.
Finally, she could no longer endure being away from her tribe and ended her own life, writing letters to her daughter, explaining everything and to Fila's father, forgiving him. Fila's halfsister finds the letters but she can't forgive her father. She wanted him to suffer as she did. But when she finally found him, he had already died. So she takes her revenge to Fila.

On her way, she got trapped in one of the Nightmare's Court Dreamspheres, but survived it without sliding completely into madness. She explored the lands a bit and met an Abber Shaman. She learned much from him, even the beginning of dreamwalking and killed him, as he refused to teach her further when he saw her misusing his teachings.
She sought a representative of the court and struck a deal with Morpheus.

She used her dreamwalking and her connections to the court to trap Fila's guard and the cook in nightmares to force them to cooperate and fulfill her wishes.

When the PC look through her hiding place they found not one but to dreamweavers; a black and a white. The black one had been sent to her by M. as a helper, while she imprisioned the white after a fight with an Abber Shaman that felt her breaking through the veil of sleep and came to inquiere.

As it turned out, Fila had a natural aptitude for dreamwalking and while in captivity, the white dreamweaver bonded himself to her.

The enemy defeated, driven off, Fila saved, they went back to her house. During the evening and an enormous victory feast, they learned a lot about a "Realm Overthere", a mysterious "Court", "Walkers in Dream", from the dreamweaver that has bonded to Fila.
The PC learned lots of things, but they did not understand them, as the way a dreamweaver looks at things is very different from their own point of view.

After some long talk, Fila wished them well the next morning, explaining that she want's to explore the "Realm Overthere" with her bonded, seeking out the Abbers and learn dreamwalking. They said their good-bye and Fila left this realm.

The next andventure followed, loosely the story of the third ravenloft novel; the ship, the undead walking on board, Larissa's flight into the swamp, her arrival at the island of the virgin of the swamp (?), the planning of the attack on the ship, the visit by Misroi for getting the permission to attack his guest, the attack on the ship, and the victory and the freeing of the captive loahs.

As thank, Larissa offered them some gold and took them to the core.

There went to the border of Kartakass as the paladin PC had got information that her brother, the only relative of hers - and the only of her race besides her living in this realm - had been there (preparing Feast of Goblyns). On the way, they came upon The Standing Stone. They helped the villagers with food, investigated the area, tried negotiating a truce with the wild-elves (what failed), investigated the Warlord's tomb & met him and, when being led to his grave by the paladin's ghost finally realized that something is wrong. They started figuring who must be involved / behind it and confronted Dyson, destroying his house and all his notes on the spell and driving him off. Unfortunately, the whole village had been unter his control, so there's no one to save. At the paladin'r grave however, they find gifts clearly elven origin, left there for them (ring of elemental resistance, amulett of nat. Armor)

Next they had an encounter with vistani. They were invited to eat & spend the evening with them by the future raunie (and her decision backed by her grandmother, the current raunie) although the captain did not agree.
They played games with the children during the afternoon, the paladin traded recipes with cooking vistana, ...
They spent a nice dinner and had ample opportunity to learn a bit of the nature of ravenloft.
After dinner, the pastronata started and the PC were invited to join. The shared several glasses of Bourdad and the Doroq begann. The future and current raunie, daughter and grandmother together told the story of Manusa.

During the afternoon the paladin was invited to a telling by the raunie, during which the paladin learned a lot of things; she learned that her race was very special and could be abused by those powerful and unscrupulous enough. She also learned, that this mysterious "Court" she had heard of was very interested in members of her race as "Seed".
A little foreshadowing during the actual telling (The Vistani Hunter) and a hard decision; if she should enter Kartakass now, death would be following her. It might kill her, her friends or everyone around them, but dying would be her companion.
She also learned of a lake that is a mirror, hands strechting towards her from islands surrounding the mirror and being surrounded by poison.
--> Rokushima Taiyoo.

For a token fee and as thank for their participating in the Doroq, the PCs were brought to RT by the vistani.

There I run them trough Festival at Halbar; they lost all contests but had fun and the villagers of both villages were thankful that they participated. The drove off the attack by the lizards and followed them to their lair, cleaning it out. While doing this, they found strange cage markings on the floor and in the middle small golden scales. Puzzled, they asked around but none of the villagers knew what it was.
During the fight, one of the PCs was contaminated with a vicious drug by a strange shadow (actually an Oni). The drug has very sever consequences, so they say good-bye to the villagers that offer them lots of things as gifts (most of it useless, but a bag with semiprecious stone is also part of it) and travel to the monastery, after they received a warning sent by the Kamayari of the Monastery.
They hurry to the monastery and speak with the Kamayari. He tells them about the drug and tells them to say farewell to their friend, as he is bound to die.
The PCs react strongly. Finally the K. tells his tale (shortform here)...
It had been him, that had developed that particulary dangerous drug that can't be affected by magic. He's an half-oni born by a mother that loved the power she could wield as his mother more than the child but still did not hand over to the Oni. The boy, being his father's son, killed his mother and thought himself above the others. He killed all that used magic, as he saw himself the only worthy practitioner. He came upon someone far stronger than him but instead of being killed he was taken as a slave. He became his captor's lover and was thought the "highest Art" by her. He was ensnared in her web and started working for her. He developed the drug and perfected it.
The woman and her companions used the drug to gain control of a small country and decided, that since the K. had the knowledge to develope such a drug he might develope an antidote. Thus they decided to kill him. They gave him his own drug in such quantity that it would have killed him had he been human.
He survived, fled, hid himself and took 15 years to overcome his addicition. He returned, wiped out his one time lover and their friend, destroyed all stores of the drug and started working at an antidote.
He cured those still alive from their addiction and returned home. He was
celebrated as a heroe, but soon more and more petitioners came to him, begging this and that. Warlords wanted him to destroy their enemies. Finally, even the emperor ordered him to destroy his enemies. The K. refused and was thrown into prison (having enought power to free himself but only by killing all his guards). The emperor tried to convince him to help, but he refused. Finally, the emperor commanded giving the prisoner of the rare drug, the very one he had created and that's addiction he had overcome.
Something snapped in the K. and he lashed out, unleashing his powers as never before, destroying the whole metropole of the imperial city in one blow. As he came to his senses again and saw the devastation he had caused, his Oni-father was floating nearby, gloating about the destruction. He offered to take his son to his side, reign side by side over both the material as the immaterial.
The K. refused, having had enough evileness and drove his father off. He
vowed never to use his command of the highest Art again - and to never again make the drug.

Finally, the PCs bring the K. to the point were he agrees to take responsibility for his past and agrees to create some of the drug to keep the PC alive long enough to find the ingredients of the antidot.
The PCs agree and the K. creates the drug, using almost all of his power. In his weakened state, he's not strong enough to drive his father off, when that one appears. He whispers poisoned lies in his son's ears and mind, picturing a world where he can be truly free and mold it any way he sees fit, banning war and fight, ...
The K. subcumbes to the whispers and starts to turn against the PCs.
Those start talking to him to see sense, not to fall to those bad lies his father speaks.
They seem to be succesfull, but then the oni, not going to let his prey slip his net, talks at the same time as the PCs, poisoning and twisting their words (a very hard thing to play out, belive me).
The realize that the oni can't twist their words when several of them speak at the same time - they succeed in clearing the K.'s mind, and give him enough strenght to banish his father once again.

He tells them what he knows about the antidote; he needs a Midnight Rose for it, an extremely rare flower that only grows in the shadow of the accursed cathedral in the ruinded city of Nod. He tells them what he knows about the city (not much) and offers to open them a patht there. The PCs agree and they travel on a path through the plane of Shadow. Shortly before they are at their destination, a shadow quake occurs and tosses them out of the plane and back to the material world. They hear the far-away scream of the K. and are stranded on the border of the Nightmare Lands.
The enter the forest of everchange and get themselves caught in a dreamsphere. And this is were we currently are : The Dark Harvest...


Oh well, now it has moved from rant to a short campaign log.

:roll:

I apologize for any spelling misstakes and shall correct them, when I've time.
Last edited by Dark Whisper on Fri Jun 24, 2005 8:07 am, edited 1 time in total.
Whisspersss in the Dark...
User avatar
Dark Whisper
Agent of the Fraternity
Agent of the Fraternity
Posts: 52
Joined: Tue May 10, 2005 11:32 am
Location: Basel, Switzerland

Post by Dark Whisper »

From reading your brief outline, it sounds like you are running a rather interesting series of events. However, it might be more frustrating and less interesting to be the clueless character trying to set everything right...
I don't know; I thought they had great succes (see previous post & the section about the Kamayari). Perhaps with that log I've provided, you can help me figure out if it is only me as a DM that sees it as a succes and if my players just did not realize what they had done.
However, it also doesn't mean that your players aren't frustrated with the results of their adventures. Ravenloft is certainly a bleak and forboding atmosphere, but there still needs to be light (even if it is difficult to find).
Well, yes, that does it mean (in my players opinion); they wrote in the mail (translated to english) :
Wherever we go, we bring death and destrouction. We have no successes and never do anything good. All we do is fail.
Whisspersss in the Dark...
User avatar
tec-goblin
Evil Genius
Evil Genius
Posts: 397
Joined: Wed Dec 24, 2003 5:22 am
Location: Paris, France
Contact:

Post by tec-goblin »

Well, I have concluded that really few players really enjoy a big Ravenloft campaign. More players are used in more recompensations - less darkness.
IMC, it helps that I have merged the world with Swashbuckling adventures. In that way, it's still dark, full of plots, and they still see that it's difficult to succeed and sometimes a hidden force is more powerful than what they thought, but they still have potential for swashing and buckling and doing heroic things in front of many people.
They have a huge reputation score right now :)
But one player is still really pissed off about the tortures his character has suffered and the fact that I added to him a template and then, in the story, it ended up being removed. He was saddened and shocked for days.
But, after all this, a good Ravenloft DM has to induce all kind of feelings :twisted: - it's the balance though that matters.

(it does have a bit about gothic/s&m attitude - bring the darkness into light, enjoy your suffering)
Last edited by tec-goblin on Sat Jun 25, 2005 2:28 am, edited 1 time in total.
BEAUTIFUL IS!
CHAOS
too DIM MJLTIVERSE
IS TO NOTICE
MOST THE OF.
User avatar
Joël of the FoS
Moderator
Moderator
Posts: 6664
Joined: Sun Nov 30, 2003 1:24 pm
Gender: Male
Location: St-Damien, Québec

Post by Joël of the FoS »

As Igor wrote, I think you have to switch a little bit to something more heroic. Add more ego-boosting.

I was expecting something similar with my players (20 years of dungeon crawls leave a mark or two), so their Ravenloft PCs became known as heroes in their hometown, for defeating the Effigy of Ivan Szimin. It wasn't very difficult to do from me and it boost their ego (even if I had discussed that with them, they were half-expecting to have miserable PCs in Ravenloft.)

So they are heroes in their hometown (not known elsewhere, of course, but there are few Ezra anchorites who had heard of the PCs by now and are asking them for advice / calling for help).

Let them have good, unspoiled success. It is often the temptation for a RL DM to spoil any victory with layers upon layers of deceipt. You can have a major villain or two with that type of over scheming, but not all villains should be that challenging and difficult. Let them defeat some of the bad guys and make it a clean victory.

Make them proud. Few people like to play miserable PCs, so make sure that their victories are important.

Joël

PS: et une bonne St-Jean-Batmantiste à tous les québécois! :)
User avatar
Jason of the Fraternity
Master of Illusion
Master of Illusion
Posts: 1484
Joined: Mon Dec 01, 2003 7:12 pm
Location: Chicagoland area
Contact:

Post by Jason of the Fraternity »

Dark Whisper wrote:While I made my players clear, that RL is not FR or a "Candy-RPG", this seems to bother my players a bit, too.
Your players might not be suited to role-playing in the Ravenloft setting. I've had gaming groups that I had to switch settings as well (such as my current group), since they don't enjoy that type of atmosphere and game. I think tec-goblin made a great point in that many players don't enjoy the Ravenloft setting (or at least as much as DMs enjoy it). When so many more drawbacks than the other settings, why would a player want to play in Ravenloft?

Dark Whisper wrote:Yes, bad choice of words on my part. It's clear that this is not a sign of a "too good" DM.
No worries, DW! We weren't trying to criticize you, but a big fault of many DMs seems to be the need to torture their players to death. We, as dungeon masters, need to be a little sadistic at times. However, players will quickly leave the table if their characters are constantly falling victim to tricks, traps, and other evil machinations... :evil:

Dark Whisper wrote:I don't know; I thought they had great success erhaps with that log I've provided, you can help me figure out if it is only me as a DM that sees it as a succes and if my players just did not realize what they had done.
Having read the log, it does seem like your players have done pretty well with their various adventures. However, I can certainly see how it would appear frustrating and futile from a player's point of view. Perhaps, your players need to have a bigger view of what is going on in the campaign (i.e., cut sceens showing details that are going on elsewhere). I don't have any concrete suggestions for you at the moment, though.
[i]Pandemonium did not reign, it poured![/i]
User avatar
Dark Whisper
Agent of the Fraternity
Agent of the Fraternity
Posts: 52
Joined: Tue May 10, 2005 11:32 am
Location: Basel, Switzerland

RE

Post by Dark Whisper »

Thanks for your replies.

I'm going to meet and talk it over with my two players today and I'll post any news as it might eventually help another group or DM facing a similiar situation.
Whisspersss in the Dark...
User avatar
Isabella
Evil Genius
Evil Genius
Posts: 1859
Joined: Mon May 30, 2005 12:54 am

Post by Isabella »

We had a problem like this before in a previous campaign. That letter sounds a lot like I felt at the end of it. See if any of these have occured:

Death of a liked NPC: I've noticed that DMs don't have nearly the regard for their NPC's life as the players do. While it may seem fun or dramatic to kill off an NPC for some reason or another, players never take it well, and it's not something you can pull off easily. If you give them no chance to save the NPC, the players feel like they had no control, but the feeling of failure is even worse if the players did have a chance to save them and didn't (either through bad dice or player decisions, and the later can cause some bad blood between players).

Feelings of Inadaquate Compensation: PCs generally like to feel like they did something. Messeges along the lines of "congrats for saving the town, but it didn't matter that much; there's a better zombie lord out there" do not tend to suffice for some reason. Do the NPCs they helped ever talk to them or help them again? Do the people hold them in high regard, and will the PCs stick around to know it? I once had a cleric of the Morninglord who brought back the Holy Symbol of Ravenkind to the Church, and then was banished from it when a sign of the Dark Powers manifested in her (a power she recieved from ressurecting an undead party member). I highly doubt anything this bad happened in the campaign, but make sure your PCs realized they made a difference to some people in the world, and that they're appreciated for it.

Everything is Bad: Not much explaination is needed for this. This isn't meant to be Vampire. Not everyone in Ravenloft is evil or a jerk.

Everything goes bad only when the PCs arrive: See above.

I suggest asking the PCs what they want before/after every game, and keep it in mind. It's not meant to be happy-fun land, but don't over-do it. Horror is only effective when the players aren't jaded, fear is only possible when the PCs don't expect people to die anyway, and the overall ambiance of Ravenloft is only possible if there are light spots that remind the PCs that fighting is worthwhile.

Otherwise, it boils down to the question "What is the point?"
Troile
Evil Genius
Evil Genius
Posts: 280
Joined: Tue May 11, 2004 9:22 am
Location: Canada

Post by Troile »

When so many more drawbacks than the other settings, why would a player want to play in Ravenloft?
Because its rewarding. Rolling dice for hours pretending to kill stuff was fun when I was 6 but I need a little more substance now. In fact its really hard to explain to people that I lik d&d but not in the way most people do. *shudder*

I have 2 thoughts on the subject:

Let the PCs have a chance to enjoy the fruits of their labour. Let them see the prosperity that they bring before carrying on.

Don't make things happen just b/c its the game and the PCs need adversaries. They will feel much much better if they get the sense that this stuff is going on w/o them and they just happened upon it. With a proper overall theme and good character backgrounds its easy to revolve a campaign around how the players want to do things. That is the single biggest reason why I don't like most DMs actually. Its frustrating to know that you're only being thrown enemies b/c its required.
User avatar
Jason of the Fraternity
Master of Illusion
Master of Illusion
Posts: 1484
Joined: Mon Dec 01, 2003 7:12 pm
Location: Chicagoland area
Contact:

Post by Jason of the Fraternity »

Troile wrote:Because its rewarding. Rolling dice for hours pretending to kill stuff was fun when I was 6 but I need a little more substance now.
The question was meant to be rhetorical, but you provide an excellent reason as to why players might prefer this setting. However, I would argue that it is more a matter of the style of dungeon mastering than campaign setting. You could very well run a Ravenloft campaign that focuses primarily upon rolling dice and pretending to ‘kill stuff’. Plus, you could easily play a game in Forgotten Realms or Greyhawk that revolves around dark mysteries and social intrigues.

I agree that Ravenloft tends to be more appropriately designed in order for characters to become heroes, who make a difference in a world of darkness. Yet, a good DM can make this happen in any campaign setting that they run.

Troile wrote:That is the single biggest reason why I don't like most DMs actually. Its frustrating to know that you're only being thrown enemies b/c its required.
Tradition is a hard thing from which to break free. Dungeons & Dragons has heavily relied upon characters fighting monsters/villains and being rewarded for doing so. While role-playing has grown and matured into something much more than that, many dungeon masters have the habit of just throwing monsters at characters. Honestly, I am more frustrated with DMs that feel it is their duty to torment the characters as much as possible. Some DMs do this by throwing endless waves of monsters at the group, and other DMs will throw curses, traps, and other maladies to bring the heroes down. Whatever the method, it is not surprising that players get frustrated with such a mentality.

When Ravenloft was brought back, one of my favorite changes was the move awar from the typical "weekend in hell" concept. These changes made it that players (at least mine) wouldn't groan everytime they saw a Ravenloft logo on a product. There was much more to the setting than being trapped by the Mists and trying to find your way back home. In many cases, you were now trying to defend your home and family from the encrouching darkness (which proved to be a lot more fun and stimulating).
[i]Pandemonium did not reign, it poured![/i]
User avatar
Dark Whisper
Agent of the Fraternity
Agent of the Fraternity
Posts: 52
Joined: Tue May 10, 2005 11:32 am
Location: Basel, Switzerland

Re

Post by Dark Whisper »

We've solved our problem. :D

It was a multilayered affaire; as was advised by several of you, it was partially the oppressive feel of RL. Additionally, they did not count a partial victory as such but as a defeat, not seeing what they achieved, only what they did not. Knowing this, I can understand that they became frustrated (e.g. they did not count defeating the Zombielord in NotWD as a victory, because they thought they had been too late since the moon turned red).

Another part of the problem was the current adventure, Dark Harvest, where I very pulled all threads to enforce the feeling of guilt, including dragging up old memories, both of the PC's life before RL and since they arrived.

But as I finished the adventure yesterday with the "happy" wheat-and-scythe scene with encouraging shouts of the wheat, they felt that they had really achieved victory. They are happy now and eager to continue their quest (and learning more about the mysterious Nightmare Court that hunts the paladin...)

Thanks once more for your advice; it helped me seeing my player's side more clearly before I had that little chat with them.
Whisspersss in the Dark...
User avatar
Jason of the Fraternity
Master of Illusion
Master of Illusion
Posts: 1484
Joined: Mon Dec 01, 2003 7:12 pm
Location: Chicagoland area
Contact:

Re: Re

Post by Jason of the Fraternity »

Dark Whisper wrote:We've solved our problem.
I'm glad to hear that you were able to work something out between you and your players, DW. It is good to see that you didn't have to throw out the campaign, but the players will still be happy playing. Hopefully, things will go much more smoothly now that everyone has a better understanding. 8)
[i]Pandemonium did not reign, it poured![/i]
Post Reply