One of the fun challenges of DMing is trying to keep things fresh and interesting for players who have already seen just about every trick in the book. Sometimes, you tweak things a bit, pull everything together, and the players love every minute of it.
This thread isn't about those times.
When have you seen the rules or setting tweaked, and things just didn't work the way the DM planned?
The first example that springs to mind for me was an experiment in trying to bring some metagame considerations into the game world. I tied the old "don't split the party" axiom to the PCs with a curse / geas, which caused serious penalties to PCs when they were farther from each other than a certain radius. This was generally far enough that the PCs could sleep in separate rooms with a little planning and furniture moving, and could function normally in combat that wasn't at very long ranges, but they couldn't easily wander off to pursue their own agendas, research, etc.
The plan was to promote some interesting roleplay as the PCs were forced to be constantly in each others' business ("Could y'all come outside a moment? I need to use the privy."), make them hate the villain, and keep the party together and able to participate / be entertained. The plan was for the PCs to hate it.
They did. So did the players. I actually had people talking about killing and raising their characters to experiment with whether that ended the curse.
I had also given one of the PCs an item which could "suspend" the curse for a short period of time. Naturally, real life intervened, and he quit the game without any of them ever discovering what the item did.
The campaign continued for a little while longer, but this was the beginning of the end.
How 'bout y'all? Any horror stories of the time the DM just wanted to "try out something a little different?"
. . . . . . . -- Eric
This thread isn't about those times.
When have you seen the rules or setting tweaked, and things just didn't work the way the DM planned?
The first example that springs to mind for me was an experiment in trying to bring some metagame considerations into the game world. I tied the old "don't split the party" axiom to the PCs with a curse / geas, which caused serious penalties to PCs when they were farther from each other than a certain radius. This was generally far enough that the PCs could sleep in separate rooms with a little planning and furniture moving, and could function normally in combat that wasn't at very long ranges, but they couldn't easily wander off to pursue their own agendas, research, etc.
The plan was to promote some interesting roleplay as the PCs were forced to be constantly in each others' business ("Could y'all come outside a moment? I need to use the privy."), make them hate the villain, and keep the party together and able to participate / be entertained. The plan was for the PCs to hate it.
They did. So did the players. I actually had people talking about killing and raising their characters to experiment with whether that ended the curse.
I had also given one of the PCs an item which could "suspend" the curse for a short period of time. Naturally, real life intervened, and he quit the game without any of them ever discovering what the item did.
The campaign continued for a little while longer, but this was the beginning of the end.
How 'bout y'all? Any horror stories of the time the DM just wanted to "try out something a little different?"
. . . . . . . -- Eric