10 Common Complaints Heard in a Dungeons & Dragons Game
- R. Nelson Bailey
- Jun 9, 2019
- 7 min read
Updated: 12 hours ago
This article examines some of the challenges that may emerge in a Dungeons & Dragons group between the Dungeon Master and the players.
By R. Nelson Bailey

People play Dungeons & Dragons and other RPGs to have fun, but sometimes — usually in stressful situations — emotions can run high. Players may say and do things around the gaming table that are not in the spirit of camaraderie. This can quickly shift the tone of the game from “fun” to “not fun.”
Listed below are ten common complaints from players I have heard around the game table. Nearly all of these comments are directed at the Dungeon Master (DM) in one way or another, often in a passive-aggressive manner. I know it’s a messy subject, but it is worth discussing. Otherwise, these issues may escalate into serious problems if not confronted early.
1. “I can’t believe the DM is making us fight this monster.”
The monster in question is usually a powerful one with formidable abilities, such as mind flayers, ancient dragons, or major demons. This gripe most often comes from players who would prefer an easy time defeating weaker monsters. In this case, the player is upset that the DM would create an encounter where the party is not evenly matched with the monster(s).
The core of this complaint (i.e., “…making us…”) is somewhat disingenuous, as players are never forced to fight any monster. They always have other options — negotiate, flee, avoid, or think of some other creative solution. The DM should make it clear at the start of a campaign that players do not need to engage with every opponent in combat, and that it is not the DM’s job to ensure their success. Conversely, it would behoove the DM to use such encounters sparingly, as players who constantly feel overmatched by monsters might eventually leave the group.
2. “The DM is just trying to kill us.”
This is essentially a claim of bias against the DM. The DM is perceived to be on a power trip, out to prove who is boss at the gaming table. In some ways — yes — the DM is trying to kill your character, since that is an inherent aspect of the game. However, if a DM were truly bent on killing the player characters, it would be obvious and easily accomplished (“Okay, you open the door and four tarrasques come charging out, catching the entire party by surprise”).
Generally, this complaint stems from either a lack or a perceived lack of trust between the player(s) and the DM. In such cases, the DM should build a positive gaming relationship with their players. They should remind them that the DM is a neutral arbiter of the game, not a facilitator of guaranteed success. Of course, there are always those bad-seed DMs who genuinely want to kill their players. However, they will likely not keep a group for long if they insist on running their games this way.
3. “I just want to kill something.”
This statement usually comes from a frustrated player when the game grinds to a halt and loses momentum. Often, this arises from a messy situation, such as a major disagreement between players, or when the party feels that they only have bad options available.
The player making this statement often does not want to participate in the group decision-making process or commit to any particular course of action. However, by remaining neutral and distancing themselves from the conflict, they only prolong their own frustration — as well as that of the other players.
The DM should pay close attention when communication between players begins to break down, as this is when such sentiments flare up. They may need to intervene and act as a moderator, giving players space to voice their grievances. The DM should also remind the group that they must eventually decide on some course of action, because the game will not move forward without one.
4. “We all almost died in this adventure, and all we got was 42 copper pieces.”
Most players expect that their characters will receive some form of remuneration for adventuring — namely, treasure or magic items. However, players must keep in mind that there is no “adventuring minimum wage.” Sometimes you get the short end of the stick and end up with little or nothing.
Not finding enough treasure can cause friction, especially with players who focus heavily on rewards. This can be exacerbated when the DM deliberately de-emphasizes the monetary aspect of the game. Of course, an overly stingy DM risks complaints from players who feel their characters aren't adequately rewarded for their efforts. A good DM will strive for balance, rewarding players with enough treasure to feel satisfied while avoiding excess that could create an imbalance in the campaign.

5. “If you want us to do this job for you, you need to load us up with magic items.”
I call this tactic The Shakedown. Players, whose characters often already have more than enough power, cash, and/or magic items, attempt to extort their non-player character (NPC) employers for additional rewards. I’ve even seen dirt-poor peasants in desperate need of help subjected to The Shakedown.
Players justify this demand by claiming that, if the job is so important, they should be given every advantage to ensure success. In truth, this often stems from a sense of entitlement. The subtext is: “Oh, here come those dirty farmers begging us for help from the evil bad guys — again.”
The best remedy for this situation is for the DM to design adventure hooks that engage players without relying on an NPC employer. While it may take more effort, this approach avoids The Shakedown altogether and ensures the players feel motivated by their own interests rather than external pressure.
6. “Why did we agree to go on this adventure anyway?”
This statement usually comes from an exasperated, defeated player. The short answer is simple: “Because you are an adventurer, and that’s what adventurers do — you go on adventures.”
In reality, this complaint often arises when players encounter unexpected difficulties, believe all available options are bad, or simply dislike the scenario. At its core, the gripe usually reflects frustration that the DM is being ruthless — pitting the party against powerful foes or harsh situations without granting them a clear “win.”
This problem often occurs when the DM fails to establish stakes that matter to the players. If the adventure feels disconnected from the characters’ interests or goals, players may question why they agreed to take it on in the first place. Building up the scenario so that the party has a personal stake in the outcome is key to avoiding this kind of discontent.
7. “My old DM would let me do that.”
This is a bully tactic by a player who feels they are getting shortchanged by their current DM. Maybe they just attempted some wild plan they thought was foolproof, only for it to blow up in their face. Or perhaps they assumed they had access to a spell or power that they actually do not.
Players should always check with the DM before relying on a house rule their former DM allowed. Likewise, DMs should make a point of explaining which rules and house rules they use before a new player joins the group. This helps prevent confusion and avoids unnecessary conflict.
8. “There’s a secret door here somewhere? Let’s go back and check every room — floor to ceiling.”
What the player is really saying is, “All of our options suck. I want to take the easy way. Therefore, an easy way must exist.” Too often, players fall back on familiar game tropes. In this case, they assume the adventure can only proceed if they uncover a hidden door they somehow missed.
In reality, their insistence is usually a form of indecision — they don’t like the available options, so they stall by combing every square inch of the dungeon. Unfortunately, this wastes game time and frustrates the DM with endless, fruitless search checks.
The DM should be proactive in introducing small pieces of new information to help steer the players in the right direction. This doesn’t mean handing them the solution or railroading them into one path, but you also don’t want an entire session spent with the party spinning their wheels. Give them a nudge when needed — but don’t just hand them the answer.
9. “Okay, guys, we’re going to fight the Big Boss. What do we have that can blast it all to hell in one shot?”
This is the infamous Magic Bullet Plan. Players often resort to it out of fear and indecision when faced with a powerful enemy. Instead of devising a simple, flexible strategy, they burn excessive time scouring their character sheets for the one perfect spell, magic item, or ability that will destroy the foe in a single blow.
I’ve seen players spend an hour and a half crafting an elaborate plan that hinged on a single spell they believed would instantly neutralize the Big Boss. These schemes almost always fail because the party rarely understands all the factors at play. Worse still, they rarely prepare a backup plan, so when the “magic bullet” fails, the fight collapses quickly.
Encourage players to focus on straightforward, adaptable strategies that use the combined strengths of the entire party. Teamwork and adaptability beat desperation every time.
10. As a villain starts a dramatic monologue, a player interrupts with: “I shoot him with an arrow.”
Not really a complaint, but oh, this one is supremely annoying. Players often think they’re being hilarious when they say it, smirking all the while. The inviolable rule is simple: you cannot interrupt the DM’s monologue. Not the players, not the gods, not anyone. Tell your group that’s the rule — and stick with it.
Conclusion
Tabletop RPGs thrive on fun, cooperation, and shared imagination. But complaints, misunderstandings, and bad habits can creep in, souring the experience if left unaddressed. By recognizing these common issues and tackling them directly, DMs and players alike can help ensure the game stays what it’s meant to be: an engaging, memorable, and — above all — fun adventure.
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