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Stop being so paranoid
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<blockquote data-quote="baradtgnome" data-source="post: 4491155" data-attributes="member: 2722"><p>The DM can certainly set the tone at the beginning of the campaign on how 'paranoid' the players need to be. If traps are scattered about randomly, or in a logic pattern the players do not come to understand, then the players will behave like every square foot of adventure could be trapped. The more deadly the traps the greater the paranoia. Sure the logic could seem easy to you as DM, but sometimes it is not as clear as you think it is. Sure players could bring their paranoia from previous campaigns/DMS, sure players could just be wussy paranoids; but I think mostly the DM sets the tone.</p><p></p><p>If players are rewarded for bold behavior, then you will get more bold behavior. If players are rewarded for befriending NPCs, they will befriend them. Clues may or may not be discovered for a trap or double crossing NPC before it is too late. I find it helpful if the players discover the clues after the fact if they miss them; this way they come to understand they 'could' have found the clue and I am not a merciless random rat bastard character killing machine. I am not random. Usually. Hardly ever. Really.</p><p></p><p>Is paranoia the problem? Or is it the effect it has on speed of game play. As was aptly stated by a number of posters, if you want paranoia then work on the effecient character methods of testing for problems. Many fine examples were presented that would help speed up play.</p></blockquote><p></p>
[QUOTE="baradtgnome, post: 4491155, member: 2722"] The DM can certainly set the tone at the beginning of the campaign on how 'paranoid' the players need to be. If traps are scattered about randomly, or in a logic pattern the players do not come to understand, then the players will behave like every square foot of adventure could be trapped. The more deadly the traps the greater the paranoia. Sure the logic could seem easy to you as DM, but sometimes it is not as clear as you think it is. Sure players could bring their paranoia from previous campaigns/DMS, sure players could just be wussy paranoids; but I think mostly the DM sets the tone. If players are rewarded for bold behavior, then you will get more bold behavior. If players are rewarded for befriending NPCs, they will befriend them. Clues may or may not be discovered for a trap or double crossing NPC before it is too late. I find it helpful if the players discover the clues after the fact if they miss them; this way they come to understand they 'could' have found the clue and I am not a merciless random rat bastard character killing machine. I am not random. Usually. Hardly ever. Really. Is paranoia the problem? Or is it the effect it has on speed of game play. As was aptly stated by a number of posters, if you want paranoia then work on the effecient character methods of testing for problems. Many fine examples were presented that would help speed up play. [/QUOTE]
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