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That's right everybody! You are reading the journal of the newest hostess at Outback Steakhouse in the Palisades Center! Yay for getting paid to do something!

In other news...
We played D&D yesterday, and it was ever so fun! I finally got to meet NPG, and he's cool, and Mike's cool, and everyone is cool, except for one person, who shall be referred to as "X". (Those of you who were there know who X is, obviously, but I feel the need to maintain X's anonymity.)
X has been giving me problems about D&D ever since I said I was going to start a game. X wanted to play this crazily over powered multi-class character. I said no, because it was crazily over-powered and half of our group had never played before, and I didn't want to confuse them. X proceeded to argue about it with me. I explained precisely why the character could not be used in this campaign, but X still wouldn't drop it. Eventually X rolled up another character, but was still whining about not being allowed to play the "munchkin."
Then, X tried to take "Profession: Locksmith" as a skill so that the character could pick locks, and "Craft: Trapmaking" in order to be able to locate and disarm traps. I explained to X precisely how this logic was flawed, but X still wanted to argue. It took two other people to finally knock the fact that this plan would not work into X's head.
So X finally decided that the character would be the town blacksmith. OK. Fine. The class is fighter, but between adventures, money is made by blacksmithing.
So now it's game day. The premise is, the PC's have been hearing rumors about a vampire in town. All of the adventurer types hang out at a certain inn, so that's where they go for news. It's 9PM on a Thursday night.
Me: "Describe your characters."
X: "I'm leaving."
Me: "Why?"
X: "It's late. I have work tomorrow."
Me: "A good customer of yours comes up to you. 'Join us in hunting the vampire! They usually have lots of treasure.'"
So X joined the rest of the group. X stayed behind when they went to investigate something, therefore missing the battle with Owlbears.
After the battle, everyone went to bed. X went back to the shop to sleep. It was agreed that in the morning, everyone would meet at the inn for breakfast and discussion. Morning comes, X's char isn't there. "It's Friday. I have to work." At this point, I was fed up. "Fine, if you don't want to play, you don't have to." X pouted in the other room for a good hour. The other PC's tried to get the char in, but X refused, saying "There was a million ways she could have gotten me in." The char finally came in when the townspeople started running past the shop away from the colossal skeleton.
I did the right thing as a DM, right? Has anyone got any suggestions? Comments? Stories?

Otherwise, the game was fantastic. :)

Re:

Date: 2003-06-19 06:11 pm (UTC)
From: [identity profile] erworkingbear.livejournal.com
:/ a rules lawyer. Remind him that all rules are subject to THE DM"S DISCRESSION! YOU are the DM...YOURE running the game

There's a good analogy that I like to use when dealing with rules lawyers.

The universe is goverened by physics. Just because you take a year of physics classes at a college dosent mean you know the slightest thing about the ENTIRE universe...you understand the basics.

A DM has the choice to ignore rules for their own reasons. YOU"re the universe. You're the universe...your players just have a rulebook to understand how you MIGHT behave.

In the past, I've run games with both new players and veterans. Rule lawyers too. I will defer to rule lawyers for quick information. This makes them feel good because you're acknowledging that they're inteligent enough to know rules concerning what you're doing. But the key thing to remember is that they are the rules concerning WHAT ***YOU*** are doing...not what they think should be going on.

just handle it with tact and patience.

Re:

Date: 2003-06-19 06:29 pm (UTC)
From: [identity profile] erworkingbear.livejournal.com
Sure...Rule lawyers dont always make good DM's. However, rule lawyers make GREAT assistants for keeping track of combat and such. while DND is a lot of statistics and numbers (believe me, what with fibonacchi sequences for level XP progression and greatest interger equations for damage cap.mwuahaha) DND is STORY TELLING. Its setting and mood and political plots, charachter falling in love only to be betrayed later on. Let the rule lawyer do what he does best...manage the grunt work. Use it to your advantage. BUT use it in terms of group or singal combat. Dont let them control the things you do behind the DM screen. You've got that damn thing for a reason. Roll fudging, stat manipulation, and to invoke a sense of uncertanty to the players.

You tell your story. Weave it well. Let the players add texture and dimention to it. Rely on the rule lawyer to spout out quick info so you dont have to dig up the PHB every damn time.

Re:

Date: 2003-06-19 07:19 pm (UTC)
From: [identity profile] erworkingbear.livejournal.com
No prob. just keep the rules lawyer busy with rule lawyering when it suits you...he should be less of a pain :)

BTW..if you ever get stuck for adventure ideas, here's a few handy links from the wizards.com/dnd boards :)

http://archivedboards.wizards.com/rpg/ultimatebb.php?ubb=get_topic;f=117;t=008938

this one is the great nexus to info and resources

http://archivedboards.wizards.com/rpg/ultimatebb.php?ubb=get_topic;f=117;t=006552

this one is the 1000 adventure idea posting that is nearing its marks. About 100+ideas are mine, but there are some other great ones here too :)..enjoy

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