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<blockquote data-quote="Cartigan Mrryl" data-source="post: 2596060" data-attributes="member: 36650"><p>While you have some valid points, I don't EVER need to worry about the plot. I'm VERY manipulative in my DMing. If I think that this whole gaming session is going to end with "You meet the Evil Sorceror" You're GOING to meet the Evil Sorceror... if it KILLS me. </p><p> </p><p> For instance, I was having a game were the same idea happened, the group had to save a Damsel in Distress from an Evil Sorceror. But half way through the session, one of the newer players decided he didn't want to do that, he wanted to go on some kind of treasure-hunting thing (I think he was playing more to make fun of DnD than to actually play it) so I figured, "Sure, if you can convince the other players to go on a treasure hunt and ditch the princess, go right ahead," Well... he did. So now I had to make up some of the session on the fly. I wasn't all too hard, they (obviously) didn't find anything, and then they found a small packet of diamonds. They went to the village to sell said diamonds when "LO-AND-BEHOLD" they are ambushed by a group (*cough*army*cough*) of orcs. These orcs wear the colors of *Cue: Dun-dun-dun music-thing* the Evil Sorceror. They lose the diamonds and NOW the new player, who by this time is actually ENJOYING the game, decides that "Nobody steals HIS diamons," so now they head off to the Evil Sorceror, this time to get their diamonds back...</p><p></p><p> ... so you see, manipulation WORKS. Anyways, back to your point about how you have to worry about using "weaker monsters" (I mean this in the nicest way possible, please keep that in mind if I sound too harsh) you should use the whoel CR thing, if you DO, then you might want to cheat in the XP category... do you reward the characters for completing mini-quests? Or for finding new, inventive ways to get out of a situation? </p><p></p><p> For instance, my players were in this aquatic castle and they fell into a trap, one of those death-traps were the doors lock and the ceiling falls like a trash compactor. One of my friends wa a rogue and tried working on the locks, my other friend was bashing at the door they came through, my younger brother (at this time a level 15 Cleric) was using Divine Favor(His fav cantrip) and whatnot to help out the rogue in unlocking the door. The door where a high-grade adamantium, as the room was made FOR the deathtrap, so fighter had no luck, and the locks were magical in nature, so no luck to the rogue. My older brother (whom I had FINALLY talked into making his Sorceror, who he was playing at the time, learn Fireball) ended up casting Fireball at the floor, water started to fill the room and they left through the floor. I rewarded him because I had originally intended to get him to BLOW UP the ceiling... not the floor. But yeah... what do you do with thewhole XP thing?</p><p></p><p> In conclusion, I'd like to say that having the characters able to crush ANYTHING is quite boring....</p><p> ADIOS</p></blockquote><p></p>
[QUOTE="Cartigan Mrryl, post: 2596060, member: 36650"] While you have some valid points, I don't EVER need to worry about the plot. I'm VERY manipulative in my DMing. If I think that this whole gaming session is going to end with "You meet the Evil Sorceror" You're GOING to meet the Evil Sorceror... if it KILLS me. For instance, I was having a game were the same idea happened, the group had to save a Damsel in Distress from an Evil Sorceror. But half way through the session, one of the newer players decided he didn't want to do that, he wanted to go on some kind of treasure-hunting thing (I think he was playing more to make fun of DnD than to actually play it) so I figured, "Sure, if you can convince the other players to go on a treasure hunt and ditch the princess, go right ahead," Well... he did. So now I had to make up some of the session on the fly. I wasn't all too hard, they (obviously) didn't find anything, and then they found a small packet of diamonds. They went to the village to sell said diamonds when "LO-AND-BEHOLD" they are ambushed by a group (*cough*army*cough*) of orcs. These orcs wear the colors of *Cue: Dun-dun-dun music-thing* the Evil Sorceror. They lose the diamonds and NOW the new player, who by this time is actually ENJOYING the game, decides that "Nobody steals HIS diamons," so now they head off to the Evil Sorceror, this time to get their diamonds back... ... so you see, manipulation WORKS. Anyways, back to your point about how you have to worry about using "weaker monsters" (I mean this in the nicest way possible, please keep that in mind if I sound too harsh) you should use the whoel CR thing, if you DO, then you might want to cheat in the XP category... do you reward the characters for completing mini-quests? Or for finding new, inventive ways to get out of a situation? For instance, my players were in this aquatic castle and they fell into a trap, one of those death-traps were the doors lock and the ceiling falls like a trash compactor. One of my friends wa a rogue and tried working on the locks, my other friend was bashing at the door they came through, my younger brother (at this time a level 15 Cleric) was using Divine Favor(His fav cantrip) and whatnot to help out the rogue in unlocking the door. The door where a high-grade adamantium, as the room was made FOR the deathtrap, so fighter had no luck, and the locks were magical in nature, so no luck to the rogue. My older brother (whom I had FINALLY talked into making his Sorceror, who he was playing at the time, learn Fireball) ended up casting Fireball at the floor, water started to fill the room and they left through the floor. I rewarded him because I had originally intended to get him to BLOW UP the ceiling... not the floor. But yeah... what do you do with thewhole XP thing? In conclusion, I'd like to say that having the characters able to crush ANYTHING is quite boring.... ADIOS [/QUOTE]
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