I've DMed more than I've played any D&D or Tabletop RPG game, and so now I find it kind of difficult to sit down and play in somebody else's game?
Does anyone else have this problem? Like, after running games for SO long, other DMing styles have a habit of just straight up annoying you? It's a bit pretentious, but it's really hard to get over. Ever since I moved states and lost my usual DM, I've been jumping from game to game because I haven't been able to find one that I genuinely enjoy. Over the course of the last year and a half or so, I've built up a couple of HUGE pet peeves that make a game difficult to play in.
1)Arbitrary limits on legal game mechanics: I'm not talking about limiting broken combinations in order to balance your game. I'm talking about "I don't like that this is happening, so in the spur of the moment I'll rule that it can't." Like, when someone shows up to the table with a ranger and starts doing absurd amounts of damage, the DM suddenly decides "In the future, no more rangers!" Or, when one person has been playing a Changeling all campaign and suddenly a few characters die and everyone else decides that they want to play changelings too and the DM wants to put some sort of arbitrary limit of playing changelings because he's annoyed at the rush to do so. I had another DM that banned multi-classing into Wizard in 5e out of "Principle" because supposedly if you wanted to be part Wizard, you should pick Fighter or Rogue and just multiclass into one of the subclasses. No mechanical objections, just a "Principled one." THAT really ticks me off.
2)Never Being Allowed to Avoid Combat: I've had some DMs that prepare an absurd number of combat encounters to fluff out their session, and combat encounter after combat encounter starts to drag on and on and on, especially if you're an RP-oriented player. That on its own isn't necessarily an issue -- it's a difference in playstyle and one might want to consider a different table if everyone else is into it -- but when the entire party wants to do something to avoid the encounter, and every single time they try to do so, something magically goes wrong outside of the dice to force you into it, it starts to get annoying. I get that some DMs don't want to have to prepare new content on the fly, or don't feel great about letting some of their content go to waste, but it takes away a hell of a lot of player agency, and if the players are constantly trying to avoid your combat encounters, you should maybe take that as a cue that this party isn't big on combat.
3)Ending the game and starting over at 10th Level: GOD, I hate this. Every GM I've played with in the state of Nevada seems to have the idea that high-level play is inherently boring and that you shouldn't bother. I personally find it to be a BLAST if you have a GM that can custom-tailor encounters and RP situations that feel genuinely exciting. Inter-planar or inter-dimensional threats that a high-level wizard would struggle to defeat can be interesting and epic so long as you let your players know what they're getting into before you start high-level play. Have them fight GODs. Have them fight powerful demons. Have them ascend into Divinity or come to rule the world. Why does an adventuring party need to weak and flimsy for encounters to be challenging? Sure, it takes a little more effort on the GM's part as they have to custom-create a lot of creatures and content, but if done right it can be a game to remember.
I've ultimately decided that, as a result of being unable to enjoy myself at other tables because of a lot of these pet peeves, I should just stick to running my own games and just play with my usual DM whenever I'm back in town. That's probably best for me.
Those are just some big ones, but there are plenty more. Share your pet peeves below!
Does anyone else have this problem? Like, after running games for SO long, other DMing styles have a habit of just straight up annoying you? It's a bit pretentious, but it's really hard to get over. Ever since I moved states and lost my usual DM, I've been jumping from game to game because I haven't been able to find one that I genuinely enjoy. Over the course of the last year and a half or so, I've built up a couple of HUGE pet peeves that make a game difficult to play in.
1)Arbitrary limits on legal game mechanics: I'm not talking about limiting broken combinations in order to balance your game. I'm talking about "I don't like that this is happening, so in the spur of the moment I'll rule that it can't." Like, when someone shows up to the table with a ranger and starts doing absurd amounts of damage, the DM suddenly decides "In the future, no more rangers!" Or, when one person has been playing a Changeling all campaign and suddenly a few characters die and everyone else decides that they want to play changelings too and the DM wants to put some sort of arbitrary limit of playing changelings because he's annoyed at the rush to do so. I had another DM that banned multi-classing into Wizard in 5e out of "Principle" because supposedly if you wanted to be part Wizard, you should pick Fighter or Rogue and just multiclass into one of the subclasses. No mechanical objections, just a "Principled one." THAT really ticks me off.
2)Never Being Allowed to Avoid Combat: I've had some DMs that prepare an absurd number of combat encounters to fluff out their session, and combat encounter after combat encounter starts to drag on and on and on, especially if you're an RP-oriented player. That on its own isn't necessarily an issue -- it's a difference in playstyle and one might want to consider a different table if everyone else is into it -- but when the entire party wants to do something to avoid the encounter, and every single time they try to do so, something magically goes wrong outside of the dice to force you into it, it starts to get annoying. I get that some DMs don't want to have to prepare new content on the fly, or don't feel great about letting some of their content go to waste, but it takes away a hell of a lot of player agency, and if the players are constantly trying to avoid your combat encounters, you should maybe take that as a cue that this party isn't big on combat.
3)Ending the game and starting over at 10th Level: GOD, I hate this. Every GM I've played with in the state of Nevada seems to have the idea that high-level play is inherently boring and that you shouldn't bother. I personally find it to be a BLAST if you have a GM that can custom-tailor encounters and RP situations that feel genuinely exciting. Inter-planar or inter-dimensional threats that a high-level wizard would struggle to defeat can be interesting and epic so long as you let your players know what they're getting into before you start high-level play. Have them fight GODs. Have them fight powerful demons. Have them ascend into Divinity or come to rule the world. Why does an adventuring party need to weak and flimsy for encounters to be challenging? Sure, it takes a little more effort on the GM's part as they have to custom-create a lot of creatures and content, but if done right it can be a game to remember.
I've ultimately decided that, as a result of being unable to enjoy myself at other tables because of a lot of these pet peeves, I should just stick to running my own games and just play with my usual DM whenever I'm back in town. That's probably best for me.
Those are just some big ones, but there are plenty more. Share your pet peeves below!