My Most Important Rule - Fun for All
Yesterday I made a rather bold announcement on Twitter:
The only #dnd rule that I attempt to follow 100% of the time is that the game will be fun. What fun means is determined by the group. :)
Rob Donoghue replied that it's a dangerous rule because "it means you may end up violating every rule-based methodology of how it should be done. Which is not really dangerous, just Internet dangerous." I agree with him. The Internet is great for many things, but we will read what we want to from statements such as this one, particularly when the 140 character limit of Twitter limits our word choice.
The first part of the rule seems pretty easy. We play because we enjoy it and I have yet to hear of a group that follows every D&D rule to the letter. My observation is not limited to just 4th edition, people ignored or changed rules going back to OD&D. It's really the D&D way.
The second part is the hardest. First, it's difficult to understand motivations that we don't have and what it is about them that makes the game fun for others. If I hate puzzles, I'm going to have a hard time wanting them in the game or understanding what about them makes the player next to me do a dance of joy every time we come across one. This failure of shared understanding is particularly difficult for dungeon masters since we are expected to provide a fun game to a wide-variety of play styles, many of which are not our own. To some degree, it requires that we put aside our own egos and look at everyone's needs and desires.
In addition, this requires that we understand the goals of the rules. Rules generally aren't arbitrary, they are meant to encourage certain behaviors or reactions at the table. If we can understand why the rule exists and what it is trying to achieve, we'll be in a better position to massage it into something fun for our groups. The newer errata gives explanations for rule changes; I think in a large part to facilitate this sort of discussion.
This understanding helps us figure out which rules to enforce. For instance, many players are fine with getting hit by a monster, it's to be expected after all, but they hate missing on their attack. If you have a group like this and load up on monsters that give negatives to attack rolls or who have high defenses, your players may get frustrated at you, even though you are following the "rules." If the players are just rolling through the encounters, there are other ways to fix the problem, such as using terrain elements or choosing monsters with high damage paired with ones that give boosts to accuracy. Still all within the rules, but geared towards the group's desired play style and definition of fun.
Of course, to do this, we need to understand what is fun for ourselves and the other players. Unfortunately, this really only comes with experience. New players might have some ideas about what their play style might be, but it's not easy. While I knew that I loved tactics because that was my favorite part about playing Avernum, I also thought I would enjoy puzzles a lot more than I do.
Also remember that what you enjoy may change from group to group. In some groups, you might love comparing kill numbers with your buddy across the table while in another group, the focus might become who is the most cunning linguist. My best advice for the entire group is to play a few games together and then have a real conversation about what is and isn't fun. DMs should try to have these conversations on a one-on-one basis since people might be afraid of hurting someone else's feelings by saying something isn't for them.
Once people have an idea of what they want, it's time to provide it. Often this rests on the DM's shoulders but everyone should try to pitch in. For things most of the group likes, try to make them a core part of the campaign. With those items covered, sprinkle in the rest the other things your players like, possibly during their spotlight. Make them shine doing the things they love. Players can help by recognizing a spotlight scene and cooperate in making it awesome. Don't be a jerk and ruin it for the player or the group might devolve into petty squabbling.
One last thing, remember that DMs are players too. That means they get to have a say in what happens from time to time as well. They shouldn't abuse it; if most of the players like the role play and the DM consistently hand waves every tavern scene, that's a big problem. On the other hand, if the DM likes to run a tactically hard combat every once and a while, maybe it's best to acknowledge the motivation and let it go.
Send feedback using the contact form or through twitter, @sarahdarkmagic.
Good article. You know I was playing Devil's Advocate on Twitter, right?
Basically, I don't find any of this controversial. When people get together to play D&D, they're getting together in pursuit of fun. It's not controversial to say that you should do what's fun for the most people when you're in pursuit of fun!
Things can blow up at game tables when one player (often the DM) thinks he or she knows what the fun is, doesn't listen to anyone else, and rams that idea of fun down people's throats.
I disagree that responsibility for making things fun "often rests on the DM's shoulders." Okay, well, maybe it often rests there because players expect it, but it shouldn't. I hate the "entertain me!" mentality of certain players. Everyone at the table should endeavor to make the game fun for everyone else. I mean, why wouldn't you?
Yeah, no worries. The only controversial thing about it is that some people don't think it all the way through or have been in enough games where people tried to enforce their vision of fun on everyone else.
Yeah, the players who feel that the DM is there to entertain them definitely don't help. The emphasis on cooperation is one of the things I really like about 4th edition. I think it helps groups think in those terms outside of their characters as well. I'm very much in the camp of we create the story together, even though I don't always have the ability to do it properly. So I try to provide my players with options, let them tell me how they want to proceed, and then build the next part of the story from there, throwing in a curve ball or two to make things challenging and fun.
I think this is a great rule. I think the corollary for the players is found in the recent strategy guide on the last pages: "Don't be a jerk."
I responded to your tweet that I don't try and make it fun for everyone all the time. I think that it should be fun for someone at the table most of the time, but not everyone will be having fun for the reasons that you detailed above; everyone plays the game differently and enjoys different parts of it.
On the flip side, the players should realize that they can't have it their way all the time. They need to work with the DM (or at least not against him) to make sure that everyone has a good time.
An additional point that I like to remember is that fun is like a drug; you can build a tolerance to it. If you try and keep the game at the 'high fun point', whatever that is for your players, that fun point will become ho-hum. By dragging them through some of the less fun, routine parts of the game (shopping in town, keeping watch at camps, etc.), it keeps the anticipation for the fun parts higher. (It's a tricky balance. Making them keep track of arrows and food would probably be overkill for most groups.)