RaikuFA said:
The other day, I was reminded of the crap I endured trying to play these in the first place. I took a look online and it looks very boring. When I tried playing, the character creation took eons which seems to not have changed. Then there's the whole shitty DM thing I hear still happening(DM's making sure one or more players suffer just for the lulz). Can't you usurp a DM if he's acting like this?
Maybe it's just the fact that I hate playing with other people due to other people are just horrible in general, but looking online, tabletop games are still boring with spreadsheets and the fact that it takes 2 hours till you yourself can do something. So I'm asking, why do people consider these games fun?
I've been a Storyteller/DM for 16 years, and can tell you the reason you're not having fun either comes down to the people you're gaming with or a lack of imagination.
Tabletop RPG's are not something that should be compared to video games; they are supposed to essentially be stories you create with your friends. You write up characters and do your best to run them as if they were people; give them personalities and more than one dimension. Write families for them, hobbies, and put more energy and creativity into their lives than what kewl powerz they have.
That, and if you throw a rock at a glass wall in a Tabletop RPG, the glass breaks.
The ST/DM has the responsibility to make the setting, the world, and taper adventures to the characters so there is truly an interactive experience. Soon enough, the characters end up making a difference in the world they have become familiar with, and monsters they kill actually stay dead - just like in a good series of novels or TV show.
It's not that difficult, especially now that the Internet exists, for anyone to cook up a great campaign if they want to honestly sit down and do the work to run it. So if your ST/DM lives to make you suffer, dump him.
I drafted informal "rules" for any campaign I would ever run over a decade ago, and they have made my campaigns a blast to run (most of the time), because I had players who were invested in the Story and I was invested in their Characters. The list is long (8x things ST/DM's should expect from players, and 8x things players should expect from the ST/DM), but it's worked for us for years.
I hope they help!
THE 'RULES'
What the Players Should Expect from the Storyteller:
I. THE DEATH CLAUSE:
The Storyteller will be fair to all of the PC?s. If a PC dies unfairly, a resurrection will be made possible in some form that is fair to the PC. This has only to do with ?unfair? deaths ? from circumstances out of the Player?s control. One failed roll that results in a PC?s death (given the availability of Re-Roll Points) isn?t necessarily cause for Storyteller ?Intervention?. Death must and will be something the PC?s have to fear and respect; however Players should be encouraged to develop their characters without having to worry about the likelihood of character death.
II. THE HIDDEN LEVER CLAUSE:
The Storyteller will never deliberately try to kill off a PC?s, nor will he create a no-win situation, place an auto-kill cursed magical item in the treasure, etc. The Storyteller won?t hold back an opponent?s capabilities for the PC?s benefit, but all opponents and situations will be fair to the PC?s.
There will always be a way out. If defeat is inevitable, capture or retreat will always be potential options. Sometimes it may not be obvious, but the Storyteller will never force the Players into a scenario where their only option is death.
III. THE CREATIVITY CLAUSE:
The ST will try to give players what they want in characters created, new spells, new magical items, new proficiencies, new abilities, etc. within reason and the rules.
IV. THE FAMILY CLAUSE:
The Storyteller will try to create adventures the PC?s will enjoy and will be creative in adventures (adventures rescuing loved ones are fun, but only so many times). It is unrealistic for PC?s in-character to go through their lives without making friends or having relationships for fear that out-of-character the Storyteller will end up destroying them for the purposes of plot hooks.
V. THE TREASURE CLAUSE:
The Players will be rewarded adequately for each adventure. Players should enjoy (but not expect) rewards for everything their characters do, but the Storyteller has the responsibility of being fair with rewards and the happiness of the characters. Sometimes, however these rewards are not obvious.
VI. THE COMMITTEE CLAUSE:
The Storyteller will inform players of rules changes/additions and listen to players? input before their implementation, so players have a say in rules changes additions.
VII. THE ELITIST CLAUSE:
The Storyteller will not cater to any one character, and will treat all characters equally. While circumstantial situations may arise where one Player contributes more to a particular Chapter or Act, all Players will be given equal chance to contribute to the storyline during the campaign.
VIII. THE AI CLAUSE:
The Storyteller is responsible for the players? happiness, and accomplishes this by: making adventures not too tough or too easy; allowing PC?s to gain power not too quickly or slowly; letting Players do what they want, but not do so with impunity; and allowing for PC victory or defeat.
What the Storyteller Should Expect from the Players:
I. THE FINALITY CLAUSE:
When the Storyteller makes a decision, the decision stands. The Storyteller will listen to player input, will discuss all rules additions and changes with the players, and if a disagreement occurs, the group as a whole will be consulted. Based on that input, the Storyteller will then make a decision which is final, unless it is found later on to not work (being too easy, too strict, or too unrealistic, etc.); then the Storyteller can change it.
II. THE OPTION(S) CLAUSE:
The Storyteller decides both what optional rules he wishes to include in the campaign, and has final approval on all new characters, new spells, new magical items, new proficiencies, etc. that the players wish to create or use.
III. THE MODIFICATION CLAUSE:
The Storyteller can modify opponents of the players and the experience points the players get as he sees fit, as PC power levels have increased with later supplements, it is reasonable for opponents? power levels to increase as well.
While a familiarity with many opponents comes with long experience, etc., the Storyteller has a responsibility to keep adventures interesting. This clause is to prevent the subsequent arguments that waste valuable time when new elements are used. [IE: Don?t be a Rules Lawyer.]
IV. THE ALTAR CLAUSE:
The Players must accept the consequences of their characters? actions, as well as plain fate, just as their opponents do. Magical Items are sometimes lost (destroyed, stolen, artifacts disappear, etc.) from time to time by both the PCs and their enemies. Deities have the right to take action to assist or act against the PC?s due to their actions. Every action will have a reaction. Bad things happen.
V. THE REALITY CLAUSE:
Realism is crucial, and will not be ignored. The Storyteller can make spot decisions if realism is threatened (example: a Vorpal Longsword vs. a Size: G creature) if the rules are unclear or wouldn?t be accurate due to the situation. Some things are impossible, as determined by the Storyteller. While the established rules take precedence, the Storyteller has the responsibility to overrule them on certain occasions when they cause continuity issues and potentially harm a story.
VI. THE WITNESS CLAUSE:
Players respect each other and the Storyteller, trust each other with respect to out-of-character information, and must be fair to the other players and the Storyteller, both in character creation and in character role-play. All players and the Storyteller have a right to see a player?s rolls, but the Storyteller?s rolls do not have to be seen by players because of the mechanics of the game; secrecy and out-of-character information make the game more fun.
Also, each player must recognize the need for the continuity of the group dynamic in a campaign. Mixed alignment groups can work, so long as all characters put the needs of group continuity before the aspect of properly role-playing their characters. Attacking the continuity of the group cannot be allowed.
VII. THE SPRIGGAN CLAUSE:
All players and the ST must remember that D&D is just a game. If frustrations take place, breaks should be taken. Nothing that happens in the game should upset the players or the Storyteller out-of-character. Work out problems. The game is supposed to be about having fun, not getting a power trip, not making game-breaking powerful characters, not hoarding treasure/items and/or experience, etc.
VIII. THE SOLITAIRE CLAUSE:
Laptops are useful for most everything, even gaming, but despite how much easier it is for things to be kept track of electronically, this is a ?Pen & Paper? game, and laptops really get in the way. They cause issues for proper role-play, as gamers often easily get distracted by things outside the game. The Storyteller can use a laptop if they choose, for the purposes of easier keeping track of the adventure, have better access to visuals, etc., since by definition they will not get distracted from running the game while in the middle of running it.