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D&D Players, That's Not the GM's Job

12K views · Feb 26, 2026 · Gaming

Comments · 332

  • @SystemOfFantasy · 6 months ago

    I wish my players would roleplay more, if i dont drive the plot there is just awkward silence some times.

    70

  • @ontological_clips7486 · 1 month ago

    Don't apologize for the camera unfocusing — it's my job to squint! 😅

    24

  • @Green.Country.Agroforestry · 6 months ago

    If the GM prepares <b>nothing,</b> &nbsp;a player should still wake up, get dressed, and go out and find &nbsp;ham sandwich. &nbsp;How much of an adventure that winds up being is more on the player than anything .. just like real life.

    56

  • @Stefanos07520 · 6 months ago (edited)

    I both play and DM and it never occurred to me until now why i like DMing so much more than being a player, because as a player it always feels like i am reacting to whatever is going on instead of being a proactive *protagonist*.<br><br>I&apos;m gonna have to make some adjustments. Excellent video!

    53

  • @Ludus_Dominus · 6 months ago

    Your talking about those dark words from warlock magic &quot;criticlal thinking&quot; , &quot;common sense&quot; , &quot;accountability&quot;

    68

  • @roleonbuddy · 6 months ago

    Players should be a Samwise to their table. Share the load.

    60

  • @zanesilver1847 · 6 months ago (edited)

    I love the idea of &quot;This is a world, what do you wanna do?&quot; but that is also an enormous burden on the GM as they then need to understand the world enough to be able to quickly and authentically react to what the players are doing in a way that is satisfying as you describe. I tend to make a world and plan characters and what they want months before I ever run a campaign, so some of my games have been like that, but it&apos;s a lot of work, and not as easy as you make it seem. (It might be easy for you, but I know some of my friends who can&apos;t do it like that).<br><br>Also, I have never run a pre-written module, but if I paid £50 for an adventure book, and then my players tell me &quot;Yeah, I don&apos;t actually care about any of that,&quot; I would slap them with the book, especially since if we sit down to play pre-written adventure, the expectation is that we all want to engage with what is in that adventure.<br><br>Haven&apos;t seen the whole video yet. I generally agree with most things I&apos;ve heard so far but wanted to get these two points out.

    23

  • @noclassact2517 · 7 months ago

    Thank you for posting something of value.

    14

  • @Zarion13 · 7 months ago

    I consider myself very lucky that my very first group of players, my original buddies from high school, were extremely proactive. So I have always been lucky to have run games as a reactive GM as I teach players to be proactive.

    20

  • @Apofpofruglot · 6 months ago

    Players need good advice. My favorite advice is memory fragments, it&apos;s a personal list of facts about how your character came to know what they know, as well as just random tid bits like favorite pet, events of the past, favorite weapon, your rival in a field like your crafting/artisan skill, a legend you heard by your villages oldest mystical elder. They are inconsequential to the other players and the GM, but they are branches they can grab onto if they want.

    17

  • @ElfHunterRPG · 6 months ago

    This was EXCELLENT. I&apos;ve literally no notes for the whole thing. Thanks for sharing, man. <br><br>I like World Player instead of GM. I&apos;m just playing the world and the NPCs.<br><br>Character death, even TPKs, is often one of the coolest moments at a roleplaying table.

    9

  • @priestesslucy · 7 months ago

    One of the greatest tragedies in Tabletop Roleplaying is when a player comes into the hobby with an independent spirit of curiosity, wonder and adventure... Only to be crushed by a GM who has been programmed to &apos;tell a story.&apos;

    18

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