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You're doing what? Surprising the DM

Really, why should it matter?

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what difference does it make? So what if going to City B is to retrieve the MacGuffin or kill the Big Bad?

<snip>

Forcing a player to do something they don't want to do is the basic definition of railroad IMO. If my choice is, "Do this thing you don't want to play through or automatically fail in what you do want to play through" then that is a railroad IMO. Note the choice of "play through" there. I'm not saying there should be no challenges. Not at all. My point has always been, why force players to do things that they don't enjoy doing? Having challenges is part and parcel of gaming. That's why we're here after all. But, having challenges should not be synonymous with being bored out of my skull.
No disagreement at all with your last para - in fact. 100% agreement.

My thought was only that, the more the game is characterised by MacGuffins (in the sense of "action-generating plot devices that have no narrative significance in themselves") and GM-determined Big Bads, the more it is already a railroad, as the players jump through whatever GM-determined hoops to get the GM-determined MacGuffin, or play through to a fight against the GM-determined Big Bad.

Whereas if the players have some self-generated narrative reason to visit City B, then we already have a game with wider narrative scope that Big Bad's and MacGuffins. Which, to me, would fit with the general approach to play that you are setting out in your posts.
 

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Celebrim said:
I'm not sure what is going to address your need for epiphinany, closure, etc. in a game. My sense is that you need to stop playing campaigns or lengthy adventure paths and settle on a more episodic format - television rather than movies. A television series like 'Babylon 5' or 'Avatar: The Last Airbender' with this fully concieved multiseason grand story arcs aren't going to work for you. Intead, you need to be looking to a campaign done more like 'Star Trek' - 45 pages of script and then wrap up the story. Repeat as long as you can keep interest in the format. You can't rush the telling of a story and expect it to work. You need that time to develop the story. I'd be seriously worried that by going 'full thortle' through stories you wrap up campaigns without actually achieving the emotional satisfaction you were searching for at the destination.

Oh, totally agree. Episodic is far more appealing to me than serial. I just don't have the time or the energy to devote to serial anymore.

But did you think about the DM and what he wanted to play out or is he just the screen monkey to dance for your tune. You've been posting a lot about how he should follow your clues. Where's your consideration for him?

Good grief. Hyperbole much? I am talking about skipping one scene out of hundred that the DM is going to have. If skipping one scene causes you that much grief as a DM, I think that says far more about you as a DM than me as a player.

I mean, would you, as DM, be disappointed if we whipped out a scroll of Teleport and teleported to City B? What's the difference?

Oh, and just because I can't resist:

Celebrim said:
Just a brief summary of the campaign in story form would be a 1000 page novel. Even just a summary of the major events would run probably 20 or 30 pages.

[video=youtube_share;G2y8Sx4B2Sk]http://youtu.be/G2y8Sx4B2Sk[/video]

:D
 

The characters want to get to the city, so they will use their resources to do so as quickly as possible. “We” the players, however, should be capable of recognizing that we don’t know the whole adventure arc
As I noted upthread in relation to "Big Bads" and "MacGuffins", it seems to me that you may be making certain assumptions about RPG play which are not universally shared. In particular, you seem to be maknig assumptions about the role of GM force in shapign the plot. Here you seem to make the same assumption, in assuming that there is some sort of "adventuer arc" to which the GM is privy and which is in some sense outside the knowledge of and control of the players.

That is a contentious assumption. I'm not sure what [MENTION=22779]Hussar[/MENTION] thinks of it, but I personally prefer a game that is more player driven and less GM driven than you seem to be envisaging.

If I am “you, another player in the game”, then I may well want to see what the desert holds.
You may well. But that is an issue of compromise which is completely orthongal to this discussion. I don't see anyone saying that compromise isn't a virtue in RPGing.

But you seem to be saying that the need for compromise entails that the game should be driven by near-unrestricted GM force. I know of no evidence in favour of this claim, though, and it is arguably verging on self-contradiction (because it posits a GM who never has to compromise).

Maybe he already knew this GM had a hard and fast rule that a mile travelled means 15 minutes’ description, regardless of any activity during the journey. But if so, I’m not sure why he was still at the table slogging through it.
Maybe the GM had other strengths. Maybe the GM was having an off day. Who knows? I've made mistakes as a GM, and I'm glad my players have tolerated them rather than quitting because of them.

But the fact that the players didn't quit doesn't show that I didn't make mistakes. It just shows that I have tolerant players.

Simple solution – just skip past all that exposition crap in the middle, get to the POINT of your book in the last chapter and then you have lots of time to read the last chapter of my novel. That’s much better then reading all the boring stuff in the middle, right?
I don't really see how this relates to my example, which was of reading a different story before finishing the current one.

But if you're asking "Do I enjoy exposition-heavy fiction?" my answer is "Not typically, unless the writing is really pretty good." For instance, when I read Dickens it is to a significant sense in spite of the exposition rather than because of it.

How many chapters do you skip when you read a novel? I don’t typically skip chapters – that’s a sign I should just skip the whole book. And crossing the desert would be the chapter(s) immediately preceding arrival at the city on the other side, at least in most books I’ve read.
The last novel I (re-)read was "The Quiet American". The only travel that gets discussed at any length in that book is the trip along the road where Fowler and Pyle are trapped together - and that for good reason. It is not exposition for exposition's sake.

That said, there are issues with the "chapter" analysis which go back to the role of GM force. If one prefers (as I do) that the players be co-authors of the plot in an RPG, then there is no pre-determined sequence of chapters. So there are no chapters to skip. The question, rather, is "What chapters are worth (collectively) authoring?"

I don’t generally find Nietzschean or existentialism to be words I associate with fun leisure activities, but suit yourself.
Well, I'm a big fan of Graham Greene and regard him as a preeminent existentialist author. Obviously others' opinions may differ.

I have no particular desire to play a randomly generated personality created by the game system, thanks all the same. At least fiction will have a character created with a purpose.
I don't understand how this relates to the BW example scenario "The Sword", which does not have any randomly generated personalities. The PCs presented for play have been written for very clear and obvious purposes.
 

For the record, I love traps both as a player and a DM, but I also hold the opinion that Grimtooth's books are abominations that should be burned and never mentioned again. Not only are they terrible lousy content, but they are one of the few books that I can point to that I can say did far more to harm the craft of game mastering than they did to help. It's just lousy design, terrible attitude, and that 'gotcha' mentality has all but ruined the concept of trap and ruined players on the concept of the trap.

I know I'm late in this but..

I beg to differ. Grimtooth's books are something I don't want to miss, and I've not have had anyone go bored with traps out of them ever. In the contrary, we once played Grimtooth's dungeon in one piece as written (with about 40 or so PCs). 5 survived, it was one of the best games ever.

It's all how you use what you are given. If someone takes the attitude at face value, it's their problem, not the book's.
 

Umm, a grell isn't exactly that big of a monster that having half a dozen spear carriers wouldn't be helpful. Grell are CR 3. Six guys with longspears would make about as much difference as a decent Summon Monster 4 spell granting me 5 Celestial Giant Bees. Is it going to make the fight a cakewalk? Nope, but it's certainly going to help.

OK, then there is another substantive difference between your six hirelings and your scroll (which you previously indicated were functionally identical). You don't have to worry about spending a full round to cast your spell and having it fail, since you're obviously not at a level where a L4 spell is in your repertoire if the CR3 Grell is giving you grief.

And I come back to Celebrim's point - if they are significant to the plot, then cardboard cutouts seem a disservice to the game. You clearly disagree. You want easily hired, easily disposed of combat muscle. I'd rather have those fully realized NPC's - and maybe the one(s) that catch on should be recurring NPC's, and not one shot cannon fodder.

Which is the point of getting half a dozen hirelings in the first place. Yup, the GM wanted all this persona and stuff. I simply did not care. I certainly did not care enough to spend about an hour and a half of game time screwing around getting these guys, which is about what it took to roleplay through the ten or so interviews, knocking off about four of them, and then taking the best 6 of the lot.

I keep hearing what you want and what the GM wants, which appear to be in opposition to each other. What I'm not hearing is what the other players wanted. Again, if they were on the same page as you, I find it hard to see how 90 minutes of game time was used up, but if they weren't, then you were the odd man out, not the GM.

My point is that it should have taken about 6 minutes.

You keep saying this, and similar things, as though they are objectively true rather than matters of opinion. Were the other players choking back yawns of boredom, or engaged in the process of evaluating these potential hires? Maybe they had no desire to have half a dozen faceless hirelings backing up the team and adding hiring processes and personalities to your faceless drones made this something they had an interest in, rather than some tangent one player wanted to pursue, for them. I don't know where between the two extremes reality falls but, again, I find it hard to believe 90 minutes went by with no player involvement.

And my point has always been the same. What difference does it make. I DID NOT WANT TO PLAY THAT OUT Can I say that any clearer. Is there some part of that you don't understand? What difference does it make why I didn't want to screw around detailing how we make saddles, making skill checks to ride the creatures, etc. etc.?

It obviously makes a difference to at least some of us, as the question of why Hussar (player, character, group or whatever) was in such a hurry to get to the city keeps coming up. You summoned a creature to use as a mount. It hardly seems unrealistic that rules for using a creature as a mount would then come up. I assume the hirelings had hit points, rolled to attack, and had rolls made against them when they were hired for combat.

Now, if this turned into a "roll ride checks every 40 feet - failure means the game stops" then I would agree that I don't want to play that out either. However, I think Celebrim already said, pages back, that this would not be his approach, as the checks should be pretty easy (at least with a few simple precautions) until and unless something was happening in story. Your response was that the centipede should be able to easily outrun pretty much anything in the desert, so there should be no encounters. If you were trying to say "skip to the relevant encounters", rather than "fast forward past the desert in its entirety; I want to be in the city NOW and I don't care what waits between", then that's not how you came Across.

And if you are indeed so convinced that the only worthwhile activity is in the city, the rest of us have asked why that is repeatedly, so you've had every invitation to share that with us.

You are taking the position that no matter what, I should play whatever it is that the DM has put in front of me. I should be grateful that he has put anything at all in front of me and play it out to his satisfaction.

Screw that.

You are once again taking what is said well past what I am saying. I am saying that simple dismissal of the scene without giving it a chance is assuming the GM wants to run a stupid, minutia focused campaign of no interest to the players, and I question why a player would make that assumption. You want a game that gets to and through the campaign quickly? Get rid of die rolls entirely and the GM can just narrate what happens. That will be a lot faster. No "90 minutes interviewing hirelings", but no "tactical combat between Grell and PC's with 6 longspearmen" to play out either. That probably occupies no more than 5 or 10 minutes in a movie, less if the Grell is not a key encounter, so taking longer than that in game fails your standards, does it not? The GM should just narrate the slaying of the Grell (or that it left - both would be equally engaging at this point) and we can move on and get to the "good stuff", which always seems to be at least a scene further on.

Which has been my point all the way along. GET TO THE POINT. Escape from the Imperial Star Destroyer, Land in Desert, Spend half an hour of game time trying to explain how you are keeping sand out of your circuits, Get Captured By Jawas. Which of those do you think I would want to play through? Some people want to play through all of them, and that's fantastic. I don't.

I don't see anyone but yoou arguing that we're going to devote half an hour to minutia. You don't seem to see how some elements you consider minutia (like the other characters, even NPC's, actually having a personality) may be considered relevant, even important and satisfying, to other players. You keep making this "Hussar vs the DM" - despite repeated questions on whether you were simply saying what all the players were clearly experiencing, or whether you were interrupting the game every few minutes to ask "Are we there yet?"

For a story as simplistic as the New Hope story, there isn't really any reason you couldn't finish it in ~12 hours of game play.

Given Hussar wanted under 2 hours, we're still a long way off. Those space battles are a lot easier to show than roll.

I'm not sure what is going to address your need for epiphinany, closure, etc. in a game. My sense is that you need to stop playing campaigns or lengthy adventure paths and settle on a more episodic format - television rather than movies. A television series like 'Babylon 5' or 'Avatar: The Last Airbender' with this fully concieved multiseason grand story arcs aren't going to work for you. Intead, you need to be looking to a campaign done more like 'Star Trek' - 45 pages of script and then wrap up the story. Repeat as long as you can keep interest in the format. You can't rush the telling of a story and expect it to work. You need that time to develop the story. I'd be seriously worried that by going 'full thortle' through stories you wrap up campaigns without actually achieving the emotional satisfaction you were searching for at the destination.

I think your examples show well how games tend to be more like TV shows than movies, in that they appear in smaller chunks, resolved more slowly over time. Blockbuster action episodes are interspersed with more character-driven and highlighting episodes. Or we can go to the old Star Trek "Alien of the Week; wrap it up; everything is the same next week" format. Two valid choices.

But did you think about the DM and what he wanted to play out or is he just the screen monkey to dance for your tune. You've been posting a lot about how he should follow your clues. Where's your consideration for him?

Add to this the other players, and I think yo have the counterargument summed up quite succinctly. The game is supposed to be an enjoyable leisure activity for everyone at the table.

As I noted upthread in relation to "Big Bads" and "MacGuffins", it seems to me that you may be making certain assumptions about RPG play which are not universally shared.

I am forced to use generic examples as I have been refused any specific details. I also find "here's the big wide world - go see what your characters discover" a poor approach to game play. Wandering aimlessly for several hours of game time hoping to come across something of interest seems much more akin to Hussar's "playing out of irrelevant minutia" concerns than a solution for them.

I don't really see how this relates to my example, which was of reading a different story before finishing the current one.

So do you read every novel cover to cover in one sitting or do you, perhaps, look at the clock and say "Oh, time to leave for the game", take a break from this story and go to the game? When a chapter of the book ends with Character A in a cliffhanger, do you read the next chapter, dealing with Character B's separate activities, or skip ahead to the chapter that deals with Character A's dilemma? Not everything in life or in game needs to move in linear fashion, nor should it.

I don't understand how this relates to the BW example scenario "The Sword", which does not have any randomly generated personalities. The PCs presented for play have been written for very clear and obvious purposes.

I'm not trying to relate anything to a scenario, but to your description of discovering the personality of the character by playing it. If that does not analogize well to the scenario you use as an example, perhaps you should revisit your description of how it plays.
 

N'raac said:
I keep hearing what you want and what the GM wants, which appear to be in opposition to each other. What I'm not hearing is what the other players wanted. Again, if they were on the same page as you, I find it hard to see how 90 minutes of game time was used up, but if they weren't, then you were the odd man out, not the GM.


Again, how does this make the slightest bit of difference? Are you actually content to explore your fun when you know the guy sitting next to you is bored out of his skull because of what you are doing?

And you call me self absorbed?

Remember, we're not talking about a recurring problem that happens every five minutes. We're talking about skipping one scene out of hundreds over the course of a campaign.

But, I have no interest in playing with anyone who considers their fun to be more important than anyone else's at the table. Sorry, if I'm the DM and I know that Bob is not enjoying the scene, I'm going to wrap it up as fast as possible because Bob's my friend. It doesn't matter that Judy and David are happy. At least, it doesn't matter to me. I want everyone at the table happy.

You seem to be saying that it's perfectly okay to exclude one player, so long as everyone else is having a good time. I don't play that way.

Add to this the other players, and I think yo have the counterargument summed up quite succinctly. The game is supposed to be an enjoyable leisure activity for everyone at the table.

So, tough :):):):):) for the guy who isn't having fun so long as everyone else is? Yeah, no thanks. I have better friends than that.

Sorry, the attitude that it's okay to throw my friends under the bus, so long as I'm having a good time just doesn't really seem like an attitude I want my friends to have. I know that if I know Bob isn't having fun, I'm not either.

Hey, when you guys order pizza, do you tell the vegetarian to sack up and eat the meat lover's deluxe? After all, so long as everyone else at the table is enjoying their food, that guy is just a whiny bitch, isn't he?
 

I beg to differ. Grimtooth's books are something I don't want to miss, and I've not have had anyone go bored with traps out of them ever. In the contrary, we once played Grimtooth's dungeon in one piece as written (with about 40 or so PCs). 5 survived, it was one of the best games ever.

In the hands of a good GM, anything can be made fun.

I have very definite opinions about traps:

a) They need to be believable. Grimtooth instead meta-games against the players creating absolutely unbelievable situations. So many Grimtooth traps, like say the rotting boat in that dungeon you are talking about, depend on trigger conditions that are exactly balanced for the moment that the PCs arrive. The author didn't even so much as provide an excuse, like saying the boat was cursed - probably because curses are detectable. So you end up with traps that always test as safe except when they don't and traps that are balanced on the point of a needle, and the slightest vibration sets it off that are waiting hundreds of years for that slightest vibration. And so forth. Or you have death traps in well travelled corridors. Grimtooth puts a very high value on challenging the players, to the exclusion really of thinking about placing the trap sensibly, matching the trap to the resources of its builders, or anything else. So as a result you have kobold lairs filled with dozens of perfectly smooth and polished silvered glass mirrors to allow for the popular optical illusion traps, with no sign anywhere of the glass rolling mills that built and replace these wonders of medieval technology (each of which is worth hundreds of days wages) much less say the silver mines that let the kobold tribe invest in and pay for these things (because thinking about any of that would give the players resources to work with).

b) Traps need to be not only defeatable but fair: The idea trap represents a puzzle of some sort. Even Grimtooth seems to recognize that that is the real interest in a trap. But Grimtooth gets so invested in beating the players, that once again it becomes all metagame. Grimtooth becomes invested in traps that punish the players using reverse pyschology and double reverse psychology, and unpredictable results and methods that thwart any attempts even to detect them. It's really easy to make undetectable death traps, but its not really that interesting to do so. Grimtooth would have served the game better to present a couple of examples of absolutely undectable grossly unfair death traps and then say, "Don't ever do this. This is bad design this is why.", and then proceeded to give a list of well designed traps. Instead, Grimtooth goes into all out antagonism mode right from the start, using unlimited resources to go after players as if this was 'out thinking them' and proved anything. Consider for example a very stock trap like, "There is a trapped door, when opened a spear is launched from a mechanism behind the door and may strike anyone in its path." This trap is easily defeatable in any number of ways - including detecting it and disarming it - and notably, almost every trap in 'Tomb of Horrors' is quite like this. However, suppose we instead describe this, "There are three lead doors bound in admantium which are otherwise normal but which make an airtight seal with the surrounding walls. Affixed to the exact middle of two is a taunt steel chain, which on the other end to the trap mechanism. The chain has been detected so as to be immune to spells of the divination school, including detect magic. The doors are immune to magic, and affixed with admantium hinges that can only be reached from the other side. If beaten on with sufficient force, they will dent and bend, slacking the tension in the chain and setting off the trap. The walls of the room have hardness 100. The trap cannot be detected by inspecting this side of the door. If the heavy door with the attached chain is opened even slightly, it pulls the chain sufficiently to activate the trap. If the trap is activated, the entire dungeon instantly collapses, squashing everything in it to jelly. However, if the correct door is opened, it leads to the treasure chamber. The gelatinous cube in this room keeps it completely swept clean, so there are no clues as to which of the doors is correct." That trap is completely uninteresting. It depends not on player cleverness, because it deliberately shuts down any resources that the players might have. Players can't solve the problem 'creatively' or through 'reason' because it has been designed to preempt that. The correct solution can't be determined, but only stumbled into. That's the sort of design that Grimtooth promoted. The idea seems to be, "Whatever happens, the trap must go off, other wise it isn't fun. Don't let players use their silly resources to avoid the trap." The trap had a 'solution', but it was not based on players recieving evidence and then devising a plan. It was pretty much always based on guessing the right 'correct' action in the absence of evidence, where the DM wasn't playing 'fair' because he was jumping between reverse psychology and double reverse psychology to ensure that no matter what the player's guessed, they'd usually be wrong. By comparison, note that Tomb of Horrors almost NEVER uses reverse psychology. Trying to avoid the trap in an obvious fashion makes the situation better, not worse. Almost every trap is detectable by simple inspection, and those that aren't are avoidable by simple expedients like having the thief scout ahead with a rope tied to his waist that the rest of the party can pull him out of trouble with.

What's really bad about the Grimtooth approach is that it seemed to encourage placing Grimtooth styled traps not just in 'Tombs of Horror', but randomly about the game world. As a result, it forced players to spend the game as if the whole world was a death trap, and had to be meticulously inspected using the full panapoly of anti-trap defeating patterns all the time. As a result, games would slow to a crawl and become basically games of 'GM may I'.

It's all how you use what you are given. If someone takes the attitude at face value, it's their problem, not the book's.

The book can't excuse itself. Because it never steps out of its declared stance and examines its suggestions critically. It doesn't provide the means for actually teaching the DM. It tries to excite the reader about using these traps. It makes it seem like this is the normal desirable path of normal play, and not a potentially deginerate tangental side path. It's proposing to teach GMs about traps, so you can't blame the students for absorbing the lessons.
 
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But, I have no interest in playing with anyone who considers their fun to be more important than anyone else's at the table.

Irony.

It doesn't matter that Judy and David are happy. At least, it doesn't matter to me. I want everyone at the table happy.

It's often impossible to make everyone perfectly happy all the time. Making Bob happy often means sacrificing Judy's interests. It isn't fair to make Judy sacrifice her interests to keep Bob happy, unless Bob is also sacrificing his interests to keep Judy happy. As the GM, you have to try to balance Bob's interests against Judy's interests. If Judy is continually sacrificing her interests to make Bob happy, because Bob is particularly demonstrative about his unhappiness or because Judy is far more sensitive to Bob's unhappiness than Bob is to Judy's, Bob either has to change his expectations or he has to - for his sake and for the groups - find something else to do. In general, as a DM I always consider the problem player to be the one most demonstrative about his unhappiness. He's the one putting force on the group to have his way accepted, he's the one trying to ruin everyone else's fun by reminding them he's not having fun whenever he's not having fun, and he's the one who - whether its my fault or his fault - is not fitting in at the table. The guy who is bored but polite and patient about it, always gets more of my sympathy. He's the guy I apologize to at the end of the session, and which I promise I'll bring more of what he wants (RP, combat, whatever it is) in the next session. He's the guy who makes me want to make him happy, rather than the one who makes headaches for me. The guy who is reliably indignant, angry, grumpy or shirty, he's the guy that I tell privately that I'm not sure that this game is for him.

You seem to be saying that it's perfectly okay to exclude one player, so long as everyone else is having a good time. I don't play that way.

You seem to be saying it is perfectly okay to exclude everyone else, so long as one player is having a good time. Or rather, I know you aren't saying that any more than I'm saying what you just accused, but the only way to put your theory into practice is to actually play with players who all have the exact same preferences of play or at least who are willing to play in the way the most demonstrative one-way players prefer. As far as I can tell from your discussion of the many campaigns abandoned (including both of the ones which you've provided examples for), this is exactly what you've achieved in practice.

Hey, when you guys order pizza, do you tell the vegetarian to sack up and eat the meat lover's deluxe? After all, so long as everyone else at the table is enjoying their food, that guy is just a whiny bitch, isn't he?

This metaphor addresses EXACTLY my earilier comments about approaching the game 'buffet' style. You will almost always have 'vegetarians' and 'carnivores' at your table. The vegetarians have no interest in the meat lovers. The carnivores have no interest in the vegetables. The way to keep the table happy is try to get both. This is not the optimal situation for either eater. The vegetarians would rather all the pizzas were veggie. The carnivores would rather all the pizzas were meat. Everyone has to forgo some of the pizza, everyone will occasionally find their favorite isn't available immediately. Sometimes everyone is able to get what they want at the same time. Sometimes inevitably however, the buffet runs out of a pizza of one type or another, and then the players have to wait until a new pizza comes out (hopefully, one to thier taste). During that time, the player has to patiently wait for their favorite to come around again.

Ideally, you have players that aren't strict in their preferences. Maybe mushroom pizza isn't there favorite, but they'll eat it and enjoy it a little. Maybe they prefer veggie pizzas, but the occasional Italian Sausage is ok - maybe even occasionally welcome so long as they don't have to eat them all the time. They don't like BBQ pizza that much, but if its on the buffet, they'll take one peice just for the variaty. And so forth. The player that is strictly a vegetarian or who is strictly a carnivore has to be viewed as a 'special needs' player, and always requires a bit more care than the guy who just loves pizza regardless of the toppings. They guy that refuses to eat pizza and is physically disgusted by the very idea of people eating rotten milk products and meat together, just needs to probably find another table.
 

Ideally, you have players that aren't strict in their preferences. Maybe mushroom pizza isn't there favorite, but they'll eat it and enjoy it a little. Maybe they prefer veggie pizzas, but the occasional Italian Sausage is ok - maybe even occasionally welcome so long as they don't have to eat them all the time. They don't like BBQ pizza that much, but if its on the buffet, they'll take one peice just for the variaty. And so forth. The player that is strictly a vegetarian or who is strictly a carnivore has to be viewed as a 'special needs' player, and always requires a bit more care than the guy who just loves pizza regardless of the toppings. They guy that refuses to eat pizza and is physically disgusted by the very idea of people eating rotten milk products and meat together, just needs to probably find another table.

The problem here is that you are assuming a special needs player.

Instead, today, I don't really feel like having a mushroom pizza and just would like not to have mushroom pizza rammed down my throat, if that's okay with you. I might feel like mushroom pizza tomorrow, but, right now? Sorry, not loving the mushroom pizza. I know we all really want that deluxe pizza though. We have been talking about that deluxe pizza all week and we REALLY want that deluxe pizza.

So, please, can we skip the mushroom pizza, just this once, and get to the deluxe pizza?

But, for some reason, compromise seems to mean, "shut yer gob and eat the damn pizza" and any complaints automatically place the player in the "problem player" category.

A player should never feel obligated to eating anything he doesn't like, just to make the other players happy. If he chooses to do so, fine and dandy. But, as soon as you're telling that player that he has to go along or he's a "problem player" then I strongly disagree and feel that it's more of a "problem DM" issue.
 

A player should never feel obligated to eating anything he doesn't like, just to make the other players happy. If he chooses to do so, fine and dandy. But, as soon as you're telling that player that he has to go along or he's a "problem player" then I strongly disagree and feel that it's more of a "problem DM" issue.

Suppose it were 4 to 1 in favor of crossing the desert or playing out the hiring of the extra muscle. What's the player's alternative to going along with it? Leave the game? I would expect that he'd have to adjust his expectations if he wanted to retain his seat at the table.

If you feel differently, then I guess you have finally achieved the aims of this thread. You've surprised this DM.
 

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