Last week we had a look at Arrogance and Affluence and this
week we look at the last three: Attachment, Adherence, and Anal.
3.
Attachment (being too attached to your NPCs or monsters)
“The root of suffering is
attachment.” – The Buddha
I love it when a DM puts in the time,
effort, and imagination to create something both interesting and challenging
for the players. It doesn’t necessarily have to be an original
work/adventure/idea but it should have that particular DM’s personal touch
added. This is the difference between a good DM and an excellent one. However,
when a DM puts in their time, effort, and creativity into a project, something
diabolical and sinful can happen from time to time. This would be what I like
to call the “Attachment Effect”.
Essentially, the Attachment Effect is
where a DM has created something that they love so much it becomes more
important than anything else. Depending on what it is, the DM can become so
protective of this thing that it begins to railroad the adventure and perhaps
even alienate the players. Here are two examples of the Attachment Effect that
I have personally witnessed:
1) Attachment to a Monster. Our group
had been on the trail of a Dragon who had attacked a nearby town. We followed
it into a labyrinth of underground caverns and began to prep ourselves for the
big fight. Our DM however, had other plans. Unknown to us, he had worked for
hours creating an elaborate backstory for this Dragon and he had planned for
our group to find him, have a dialog, and eventually come to terms peacefully.
Our group however, attacked the Dragon on sight despite the pleadings of
the DM. This lead to a total party kill (TPK) and the DM eventually scrapped
the whole campaign.
2) Attachment to an NPC. Sometimes DMs
like to put NPCs into the mix as their way of getting in a little playtime for
themselves. This is not a bad thing on its own but can develop into a problem
when the NPC begins to have more playing time than the actual players! If you
suddenly find that the DM’s NPC is doing most of the talking, making most of
the decisions, and even winning most of the battles, something needs to be done
and fast.
To combat this Cardinal Sin the DM must
be continually reminded that the players and the story need to be the two main
foci for any adventure. NPCs and monsters are great tools for accomplishing the
task but they are just the means to the end, not the end themselves. NPCs and
monsters are no more an adventure than a hammer and a drill are a house.
4.
Adherence (being a rules lawyer)
“I have always found that
mercy bears richer fruits than strict justice.” – Abraham Lincoln
Being a rules lawyer is one of the worst qualities I can think of in a player. And, let me be clear, there is a big
difference between someone who knows the rules well and someone who
continuously brings them up. But, when the DM himself or herself is the rules
lawyer, it creates a very unbending and harsh
environment where players can feel restrained. This is the total opposite of
what D&D should be, in my opinion.
Make no mistake, the rules are a
fundamental part of what makes the game work and everyone, both DMs and PCs,
should have a solid grasp of why things are the way they are. But understanding
and enforcing do not always go hand-in-hand. For example, I recently had a PC
in my group, the Bard, attempt to give a rousing speech to a group of local
villagers to boost their moral and give them the courage to defend their town from
an impending attack. I told him to roll his diplomacy but in my mind the roll
really didn't matter. I was going to give him their undivided attention and he
was going to succeed no matter if the die had come up 1. It was an iconic
moment; it was a critical piece to the story; and, from my point of view as the
DM, the rules could bugger off. His actual roll was, in fact, very good;
however, if I had been a rules lawyer and the roll had come up 1, the villagers
would have ignored him and several negative things would have happened. The
player would have felt discouraged, his fellow players would have been let
down, and the story would have been placed in crisis because without the
villagers the PCs would have had to defend the town alone. Why unleash all of
those issues over one stupid roll?
In my mind, the rules are nowhere near
as important as the story and the story should trump the rules every time. If
you feel like, or have been told that you are a rules lawyer, I want you to
repeat the following ten times before every game: “Knowing and enforcing the
rules at every opportunity does not make me superior. It just makes me
annoying.”
5.
Anal (being overly concerned about every single tiny teeny-weenie
detail)
“Fastidious taste makes
enjoyment a struggle.” – Mason Cooley
‘So as you approach the entrance to the
cavern you notice that there are several bushes nearby with dark green, almost
black, leaves interspersed with bright red berries that remind you of
strawberries, although they are smaller and more round in shape similar to
snake berries. The bushes are about three feet high and have a kind of
chocolate brown bark to them. There is also a smell in the air around their
proximity that has the initial scent of cinnamon, but then turns very sour like
that of a lemon or grapefruit. Sorry, where was I?’ *Bang!* (that would be the PCs taking matters
into their own hands).
Fortunately, I’ve really only seen one
DM in my experience who committed this sin regularly. However, when it exists
it can be a game killer. Now, in the defence of some, this issue can be
temporarily brought on by nerves (maybe it’s the DM’s first time or first time
with a new group and they are trying extra hard), or it could be brought on by
the DM playing for time while he or she frantically thinks about what’s supposed
to be next. These circumstances make this Cardinal Sin forgivable. What is not
forgivable is a DM that does this regularly because they are a little stuck
inside of their own mind. How does a DM get stuck in their mind? It usually has
something to do with being a perfectionist or trying very hard to be as
detailed as possible (often in an effort to impress the players). Ironically,
this can be one of the quickest ways to alienate or disengage your players from
you and the game.
The best advice to handle this Cardinal
Sin is to RELAX! Not everyone needs to be J.R.R. Tolkien when they describe
things. Players just want the basics and if they need something specific, they
will ask. In fact, the only time I go into more detail about a room than two or
three sentences is when I’m trying to set something up that will come into play
later such as a trap or a hidden monster or a secret passage. As a DM, be aware
if you are doing too much. Also, do your best to work on the quality of your
words, rather than the quantity. Let your motto be that time honored cliché:
keep it simple stupid.
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ReplyDeleteI think you're dead on for Attachment, and that's probably the best I've seen it expressed. (Powered by the Apocalypse stuff spins this as 'treat your npc's like stolen cars' but I like avoid attachment better.)
ReplyDeleteI disagree on Adherence though. In your example the failure sounds like a really interesting complication, or the start of an adventure rather than the culmination of one. We get equally attached to story, to the tropes and rhythms we expect, and it can actually be glorious when the dice push us out of that and into something unexpected.
When I am giving advice to new GMs about things one of the top items is this axiom "The more time you spend creating an NPC or the more important that NPC is to the plot.... the faster the party will kill them" :)
ReplyDelete