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<blockquote data-quote="Greenfield" data-source="post: 6582473" data-attributes="member: 6669384"><p>I once had a dispute with one of the more vocal members of my game group, and he had a lot of people stirred up over something that had happened in the game. I was actively concerned that the group would break up.</p><p></p><p>Then a friend gave me some advice which touched on a profound truth about gamers. He said, "You have a quality about you that says you will always have a game group. That special something that says they'll be there, no matter what. That quality? You're willing to run a game."</p><p></p><p>And he was right. The tempest ran out of teapot, and the campaign went on.</p><p></p><p>As for fudging numbers: Thw hit points listed in the book for monsters are an average for the hit dice. They aren't carved in stone.</p><p></p><p>They should, however, be etched in graphite once the encounter begins.</p><p></p><p>I know a DM who changes hit points, even whole encounters, mid stream. His explanation? "It's my job to challenge them." As in, raising the bar in mid-leap. </p><p></p><p>The effect is sharply discouraging on the players. They never bother to plan anything for an encounter because they know that no matter how well they can up their game, the opponents will be prepared with exactly the right spells, equipment and resources needed to thwart them.</p><p></p><p>The DM constantly complains about how lazy and stupid they are, pursuing only short term personal goals and more or less ignoring campaign objectives or potential long term consequences for their actions. He has only himself to blame, naturally, but he never sees that.</p><p></p><p>So design an encounter as an adversary would, then switch gears and DM it as an impartial referee would. Changing the rules in mid play is a bad idea, and the long term consequences really are a pain to deal with.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6582473, member: 6669384"] I once had a dispute with one of the more vocal members of my game group, and he had a lot of people stirred up over something that had happened in the game. I was actively concerned that the group would break up. Then a friend gave me some advice which touched on a profound truth about gamers. He said, "You have a quality about you that says you will always have a game group. That special something that says they'll be there, no matter what. That quality? You're willing to run a game." And he was right. The tempest ran out of teapot, and the campaign went on. As for fudging numbers: Thw hit points listed in the book for monsters are an average for the hit dice. They aren't carved in stone. They should, however, be etched in graphite once the encounter begins. I know a DM who changes hit points, even whole encounters, mid stream. His explanation? "It's my job to challenge them." As in, raising the bar in mid-leap. The effect is sharply discouraging on the players. They never bother to plan anything for an encounter because they know that no matter how well they can up their game, the opponents will be prepared with exactly the right spells, equipment and resources needed to thwart them. The DM constantly complains about how lazy and stupid they are, pursuing only short term personal goals and more or less ignoring campaign objectives or potential long term consequences for their actions. He has only himself to blame, naturally, but he never sees that. So design an encounter as an adversary would, then switch gears and DM it as an impartial referee would. Changing the rules in mid play is a bad idea, and the long term consequences really are a pain to deal with. [/QUOTE]
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