I started running games for my wife and her niblings, and the oldest boy is getting into that “I’m such a rebel” phase where they think they’re bad ass for taking slightly longer to do a chore than needed and say “no” the first time you ask them to do something.
He thought it was hilarious to have a character that refused to join the rest of the group, so I said “okay, you can stay at the inn if you want” and then proceeded to intentionally ignore anything he was saying or doing, leaving him out of rolls, and never addressing him.
He’s 12 and started literally crying to his mother about how we’re all being mean to him. Apparently “he had the opportunity to participate and chose not to” wasn’t a good enough response to his mother. I stand by my choice. Although my wife managed to convince me to let him “rejoin” at the next town/session.
He doesn’t pull that shit anymore though, when he’s playing he’s playing or he gets shut out again.
Genuine question to anyone reading: does that make me a bad DM? If so, suggestions on how to handle it?
The fact your seeking feedback suggests no, but it was certainly a bad move, both as a DM and as an uncle. Punishing anyone, though especially children, without explaining why is mean. You have a responsibility to clearly communicate problems with others as an authority figure at the table and in their life. I don’t necessarily think the punishment was unreasonable, but if it’s not explained to them, it just comes across as arbitrary and vindictive.
Imo, the best way to handle issues like that is to set the rules and consequences, making them clear to everyone, and to be consistent in their application. Letting people off or being vindictive will just exacerbate things.
I told him the game focuses on the group and if he’s not part of the group then he won’t be playing, and since that first game he has participated, with few issues popping up.
I probably could have been clearer before we even got to the table that if you aren’t playing with the group then you aren’t playing, rather than just expect them to stick with a group on their first game.
Tell him "look, this game isn’t about being a Total Badass By Yourself. It’s about working with your team and overcoming challenges you couldn’t otherwise. If you wanna be a Total Badass By Yourself, there are games you can play. But if you wanna play this, you’re gonna have to work with me here. Because my time and effort is valuable, and I want to have fun just like you do.
I really need to do some kind of team building exercise before a game, something that they’ll want to do, but requires teamwork, just to demonstrate the point that they need to work together.
When my first character did the whole “I’m gonna be all by myself because I’m a lone wolf” thing, the DM let me go off and the totally unexpected happened and my character got into a scuffle he wasn’t prepared for, but a group sure would have been.
The easy way out is “abuse action economy”. There are better uses for it, though, and better options here.
The other easy way out is to let people roll to see if something happens. Never, ever allow stalled play to resort to this. They have to search and talk.
Oh god so many DMs in the past have done this, and I just roll my eyes every time.
Like I’m okay if you want to roll your own dice behind the screen to see if we get attacked overnight, but that should be the only kind of “roll to see what happens” going on.
I think that was the right action, but you could have explained better. Instead of just “Ok, you stay at the tavern” something like “Ok, you can stay at the tavern if you really want to, but you do understand that will mean you’re sitting here bored all afternoon while the rest of us play, right?”
I told him multiple times that if he was going to try and do his own thing, he won’t be participating with the group, and the group is the entire focus of the game.
I suppose I could have made it more explicit that he could join the group or he could leave the game.
I should add that that was many games ago, and he has since begun participating, although he often tries to go his own way and threatens to leave the group constantly, but so far he hasn’t actually tried leaving the group unless it was agreed upon for strategy reasons. (they split up inside a crypt in the most horror movie fashion possible)
I recently tried to DM for my son and his friends. One of his friends insisted he wanted to be a DM. I tried to gently encourage him to allow me to DM for them, and he would have much more fun as a player. Nope, he insisted, and like a good DM, I let him discover for himself why he was wrong. It was fun to be a player character, and they all learned a lot about running a game, so wins all around.
I GM public games and games at conventions, so sometimes it still crops up. People don’t always make it readily apparent ahead of game time that they’re going to pull shenanigans like this.
“Make friends with gamers, don’t make gamers out of friends” is an old tabletop adage that took me a long time to really learn.
For public stuff the best that can usually be mustered are safety tools and clear guidelines. But (rarely, thankfully) some people are just there to sabotage.
I just don’t DM for people like that anymore.
Oh god I might when my kids and their friends are older though. This is why you gotta raise em right.
I started running games for my wife and her niblings, and the oldest boy is getting into that “I’m such a rebel” phase where they think they’re bad ass for taking slightly longer to do a chore than needed and say “no” the first time you ask them to do something.
He thought it was hilarious to have a character that refused to join the rest of the group, so I said “okay, you can stay at the inn if you want” and then proceeded to intentionally ignore anything he was saying or doing, leaving him out of rolls, and never addressing him.
He’s 12 and started literally crying to his mother about how we’re all being mean to him. Apparently “he had the opportunity to participate and chose not to” wasn’t a good enough response to his mother. I stand by my choice. Although my wife managed to convince me to let him “rejoin” at the next town/session.
He doesn’t pull that shit anymore though, when he’s playing he’s playing or he gets shut out again.
Genuine question to anyone reading: does that make me a bad DM? If so, suggestions on how to handle it?
The fact your seeking feedback suggests no, but it was certainly a bad move, both as a DM and as an uncle. Punishing anyone, though especially children, without explaining why is mean. You have a responsibility to clearly communicate problems with others as an authority figure at the table and in their life. I don’t necessarily think the punishment was unreasonable, but if it’s not explained to them, it just comes across as arbitrary and vindictive.
Imo, the best way to handle issues like that is to set the rules and consequences, making them clear to everyone, and to be consistent in their application. Letting people off or being vindictive will just exacerbate things.
I told him the game focuses on the group and if he’s not part of the group then he won’t be playing, and since that first game he has participated, with few issues popping up.
I probably could have been clearer before we even got to the table that if you aren’t playing with the group then you aren’t playing, rather than just expect them to stick with a group on their first game.
Tell him "look, this game isn’t about being a Total Badass By Yourself. It’s about working with your team and overcoming challenges you couldn’t otherwise. If you wanna be a Total Badass By Yourself, there are games you can play. But if you wanna play this, you’re gonna have to work with me here. Because my time and effort is valuable, and I want to have fun just like you do.
I really need to do some kind of team building exercise before a game, something that they’ll want to do, but requires teamwork, just to demonstrate the point that they need to work together.
When my first character did the whole “I’m gonna be all by myself because I’m a lone wolf” thing, the DM let me go off and the totally unexpected happened and my character got into a scuffle he wasn’t prepared for, but a group sure would have been.
Yes you do.
The easy way out is “abuse action economy”. There are better uses for it, though, and better options here.
The other easy way out is to let people roll to see if something happens. Never, ever allow stalled play to resort to this. They have to search and talk.
Oh god so many DMs in the past have done this, and I just roll my eyes every time.
Like I’m okay if you want to roll your own dice behind the screen to see if we get attacked overnight, but that should be the only kind of “roll to see what happens” going on.
Absolutely. The GMs got tables to help them determine what’s going on - you’ve got one person. Engage with the setting, not a piece of paper.
And yes, DMs, sometimes that means adjusting your plans on the fly to make what they do have fun consequences. That’s our job.
I think that was the right action, but you could have explained better. Instead of just “Ok, you stay at the tavern” something like “Ok, you can stay at the tavern if you really want to, but you do understand that will mean you’re sitting here bored all afternoon while the rest of us play, right?”
I told him multiple times that if he was going to try and do his own thing, he won’t be participating with the group, and the group is the entire focus of the game.
I suppose I could have made it more explicit that he could join the group or he could leave the game.
I should add that that was many games ago, and he has since begun participating, although he often tries to go his own way and threatens to leave the group constantly, but so far he hasn’t actually tried leaving the group unless it was agreed upon for strategy reasons. (they split up inside a crypt in the most horror movie fashion possible)
Nah brother you did the best you could, 12yos are pains in the ass.
Yeah, in that case I think you did everything that could reasonably be expected of you.
Yeah you definitely showed that 12 yr old who is boss…
If that’s what you took away from my comments, have fun I guess.
I recently tried to DM for my son and his friends. One of his friends insisted he wanted to be a DM. I tried to gently encourage him to allow me to DM for them, and he would have much more fun as a player. Nope, he insisted, and like a good DM, I let him discover for himself why he was wrong. It was fun to be a player character, and they all learned a lot about running a game, so wins all around.
That’s awesome!
Everybody’s gotta learn some time
I GM public games and games at conventions, so sometimes it still crops up. People don’t always make it readily apparent ahead of game time that they’re going to pull shenanigans like this.
That’s fair. I’m really picky with my games.
For my personal games I am as well.
“Make friends with gamers, don’t make gamers out of friends” is an old tabletop adage that took me a long time to really learn.
For public stuff the best that can usually be mustered are safety tools and clear guidelines. But (rarely, thankfully) some people are just there to sabotage.