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georges
@georges

So, a while ago I agreed to play some D&D, even though I'm not a fan of that game (https://cohost.org/georges/post/2026273-d-d-as-g-med-by-my-fr).

After the third session of the one-shot (yes), I'm starting to realize some bigger mismatches in my expectations (you know, bigger that just dice rolls or number of sessions in a one-shot). And they seem more about the GM and the GMing culture than just the game.


After some time, it has been revealed that this scenario was created by the GM as part of another campaign, but the players in that campaign lost interest in the middle and went to do something else (and then a whole lot of table drama at some point, as far as I can understand). We're mostly fine with it, and my initial though was that it could be nice to spend a couple of hours playing and giving some closure to our friend on this.

But this GM, she is so fond of her homebrew world that she filled this adventure with details and references (to things none of us know), to the point that everything goes slowly because of the mountain of descriptions, and because the rest of us are trying (and failing) to understand what are the hooks for the adventure we agreed to play, and what is fluff. Hence the many-sessioned one-shot.

But so far that's just me unkindly complaining about a GM who is just doing her best. The interesting part, though is when we debrief after the game, share some of these impressions around direction and pacing, and she reacts in this very self conscious way of apologizing for the poor writing of the adventure, and for being a poor storytellers. And that breaks my heart! What is it with d&d GMs that make them believe they need to be amazing writers, or even that writing for an rpg session is even possible? She compares herself with Baldur's Gate, ffs, that's bot fair on her!

So my main interrogation here is: is it just a matter of taste where I like collaborative games, or is this culture of "the GM carries everything" plain soul crushing?

This was on the ranty side. I need to think about it more, and followup with a post entitled "god save GMs who think they are storytellers from themselves" or something.


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in reply to @georges's post:

If she's comparing herself to Baldur's Gate, it might be less "I have to carry everything" as a mentality and more that the past decade of how D&D has been positioned in culture creates an assumption that playing D&D has to be more than it actually is. There's a lot of folks - GMs and Players - who assume D&D is going to be like Baldur's Gate or the recent film or high-budget actual play shows, and when their own games don't mimic those experiences they wonder if something is going wrong. And if something is going wrong, they wonder if it's their fault.

It isn't, but it's hard to shake that doubt.

Past decade is underselling it. "The GM does all the work" has been the standard not just for D&D, but for things like Shadowrun and maybe World of Darkness (it's been 15 years since I flipped through the old world of darkness stuff so I can't remember), since inception. Collaborative Storytelling is relatively new in the space at the scale it's currently at.

Actual Play like Critical Role hasn't helped people's perceptions either. They see these professionals and go "oH I need to do THAT."

It's part of the reason why it's been so hard to find people to run games for so long. It's been made out to be a thankless job full of work for decades

The interesting part of this, to me, is that "oh, no, I made bad art" feels like simultaneously like a painful realization and a scam to get people to pay for streaming subscriptions or something. It's a shame that there's no easy way, because people get weirdly defensive about this when someone brings it up, to shift this sentiment to "no, it's good that you took the time out to make art and that you see where you could improve it"...