Can the GM cheat?

I have the most fun as a GM when the players are presented with options A, B, and C and instead they do Z. Finding out what happens next is what I find most satisfying about running campaigns. The GM is privy to much more information than the players so the joy of surprise and discovery is a precious commodity that is squandered away if the players never do anything more than jump through the hoops as presented.

Epic stories are great, and every setting needs some. Its better IMHO to simply present them to the players as background and attempt to get thier characters to exceed or top them instead of following along in the creation of one already envisioned.
You and I enjoy different things. I enjoy coming up with cool plots and interesting mysteries for the PCs to solve. The enjoyment for me is watching their process AS they solve it. How do they come up with their solution? Does the grumpy dwarf get in the way because he doesn't like the Wizard and he's going to object to his plan just to be contrary? How do they convince him to help? Do they think to look up and notice the clue or do they have to solve the puzzle without it? How many people will fall into the pit trap before they figure out the pattern of steps? What will their faces look like when I tell them the gravity just reversed in the room and they are headed towards the spikes on the ceiling? What ideas will they come up with in order to stop themselves? I wonder how long it'll take them before they realize the guy who hired them is secretly the wizard who created the dungeon? I wonder how much damage they'll take from the Beholder in this room?

All of that is stuff that makes the game fun for me. They are all surprises to me. They are all things that interest me.
 

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I disagree. Railroading is often a good thing. I disagree that it is necessarily railroading. To me, railroading is removing all choices but one.

Ahh heres the problem. Your wrong. Railroading is NEVER a good thing, and its not removing all choices. Its removing all choices but the ones the GM decided were acceptable when he made the challenge. Which is exactly what your doing.

Mod Note: Please see my post below. ~Umbran

The PCs still have choices in my game, they are just constrained by the plot of the game. They have their choice how to solve the puzzles in the tower, they are allowed to use all their resources to solve them and interesting solutions I didn't think of will be accepted and allowed. However, they do not have the choice of simply skipping all of the puzzles. Because that ruins the game for me.


Independence limited
Freedom of choice is made for you my friend
Freedom of speech is words that they will bend
Freedom with their exception

Metallica, wise men.....

If the game is ruined for me, I don't want to DM.

Thats good. Until you change your mind set you probably shouldnt be DM'ing.

Mod Note: Again, please see my post below. ~Umbran

I disagree this needs to be done. I don't have time to power game. I have to come up with ideas for a plot, NPCs, monsters, maps for battles, and a lot more. I simply don't have the time to also powergame. Either way, I'm fairly good at power gaming. But when I sit down at a table to run a game, I don't want to spent that time in prep. I want to grab a monster out of the monster manual that the book tells me is of an appropriate difficulty and I want that encounter to work with any PCs that the players have made.

The level of powergaming a DM needs to do adds about 10 minutes to game prep. If you dont want to put that in you either need to play with complete newbs who havent read any of the books or railroad the hell out of a game and watch unhappy players get frustrated and drop or sabotage your game out of spite.

I have video games to play, TV to watch, time to spend with my gf, work to do. I don't want to cut into any of that time in order to do prep on a D&D game. If powergaming becomes a requirement to DMing, then I'm out.

To be completely honest the D&D players in your area are better off that way. No one deserves to have their limited free time ruined by a railroading GM who doesnt want to put in the effort to learn the rules well enough to allow the players freedom.



However, even given that, I can't powergame as well as my players. My mind just doesn't allow me to go there. I have the same problem with making Magic the Gathering Decks. If I come up with a card combo that will just destroy the other player...I immediately forget it and make up something more "fair" in my mind. I don't have fun destroying my opponent. When I make up D&D characters I normally stop at something powerful but "fair". My players show up at the table with combinations of feats and powers from 3 different classes that when combined together lock enemies down from moving or attacking for any entire combat(making battles against thousands of year old lichs go like this "He takes fire damage, he gets knocked prone, he gets back up again, he's dazed, that's his action...go"). They come up with ideas that do 60 damage to every enemy on the board as a minor action(it's a really stupid combo by the way, and I eventually ruled against that one)

Its a bit over-used online but you do know there are games other then D&D right? It really sounds like you want a rules light, narrative game. Which is fine, theres lots of them out there and some are really fun. But they arent D&D. Players sitting down to D&D have certain reasonable expectations which seem to be a complete 180 of how you want to play.

Try something else. D&D isnt the right system for you to run.


That's debatable as well. More than once I've had a player come up with an idea that I allowed to work that simply destroyed an enemy without really fighting it. The players felt cheated. They expected the action to fail and then get into a fight because they wanted to use their cool combat abilities that they'd been itching to use for a while.

Umm no. If they expected the idea to fail they would have tried something else. Players do understand action economy.

Now if you allowed something outside the rules to work for no reason which bypassed the challenge they should feel cheated, because you cheated. It wasnt in the rules but you let it work. Otherwise I'm calling shenanigans on this story.

Instead, someone came up with an idea to outright win without a battle and the rest of the players WANTED me to say no or find some reason it didn't work because they wanted to fight.

So quit being such a slave to your stupid pre-written narrative and give them a fight. The big baddie is dead? So what? His minions werent paid goons, they were fanatically loyal adherents to his philosophy, and so were his ultra dangerous body guards who happen to come in just as he dies....... hard fight ensues.

If you werent more concerned with keeping the game running exactly along the path you planned out in your head nothing you described would kill or even slightly derail a gaming session.

Sometimes the easiest or most obvious solution isn't the one the players actually want to do. Take my example above about the wizard's tower. Some players may enjoy solving puzzles. So if one PC says "Here, I've got the ability to destroy the whole tower with one spell...The wizard will die. I cast it." When I say "Sorry, the tower resists your magic as it has some sort of ward that protects it", then one player might be a little frustrated that his spell didn't work, but another might be happy because he wasn't cheated out of the experience of exploring the tower.

In 20 years of running games I've learned a little secret about what players want. Are you ready? it will blow your mind and change everything........

ASK THEM WHAT THEIR CHARACTERS DO.

Crazy right? I guarantee you though that whatever they tell you, is what they wanted to do. 100% sure to work, no mind reading involved.

Also the one guy who loves the puzzles? Ask him to leave the game or get him a Soduku book, whatever. He's pissing everyone else off with his puzzles.

They arent fun for the vast majority of gamers. Usually a "puzzle" is time for 3/4 of the group to get up to use the bathroom, smoke a ciggarette, call your girlfriend, order pizza, whatever it takes to kill the time until the one person still paying attention either solves it or gives up and the GM gives in.... or the players leave the stupid rail roady puzzle to go do something else entirely. Assuming you havent railroaded egress from the dungeon the way they came in into non-existence.
 
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Ahh heres the problem. Your wrong. Railroading is NEVER a good thing, and its not removing all choices. Its removing all choices but the ones the GM decided were acceptable when he made the challenge. Which is exactly what your doing.
That's your definition of Railroading. I've seen many. Either way, I once again disagree that railroading is never a good thing. I've been involved with Organized Play for years now. I've seen over a thousand people show up to GenCon explicitly to play Living Greyhawk where they KNEW they were sitting down for a D&D game that could only end one or two ways because it was all prewritten by someone other than their DM. They knew that the rules stated the DM wasn't allowed to change the adventure in the slightest....but they paid thousands of dollars to fly out to a convention just to play in those games.

Many of them ONLY played Living Greyhawk and didn't play in any home games because they liked the fact that the games had interesting stories. None of them cared in the slightest that they were being constantly railroaded.
Thats good. Until you change your mind set you probably shouldnt be DM'ing.
Wow. Now you're just becoming insulting. There's no need for that.
The level of powergaming a DM needs to do adds about 10 minutes to game prep. If you dont want to put that in you either need to play with complete newbs who havent read any of the books or railroad the hell out of a game and watch unhappy players get frustrated and drop or sabotage your game out of spite.
Depends on the system how long it takes. In 3.5e, it took me hours. In 4e, the best way to "powergame" was to search through the monster manuals for monsters that work particularly well together. It didn't take that long, but most often I was running prewritten adventures and the only real way to power game them was to increase the level of all the monsters. Which was easy, so I was ok with that.

Though, I "railroad the hell out of the game" as you would say and I have players who get angry every time I cancel my game because something else comes up. I have them begging me to run the game even when I'm sick because they enjoy it so much.

Your experiences aren't everyone's.
To be completely honest the D&D players in your area are better off that way. No one deserves to have their limited free time ruined by a railroading GM who doesnt want to put in the effort to learn the rules well enough to allow the players freedom.
I know the rules better than any player at my table except maybe one. We're both probably equal on the rules. He's one of 2 really big power gamers at my table. It's not a matter of "knowing the rules". I don't have every ability from every paragon path or PrC or feat or spell memorized. But I do know a lot of them. I only look through those things when I make up a character for someone else's game.

I like concept characters, so I'll try to be the best ninja I can be by searching for feats and abilities that make be better at stealth and striking fast while staying hidden. He just tries to make the character that destroys encounters the best. He doesn't have a job or much of a life. So he spends his time during the week between our games scouring the Char Op boards and making 30 different characters. I wish I was exaggerating on the number. Then he picks the best one and shows up to the game with it.

I tend to show up for the game going "Well, I know that they will be powergaming, just not sure how. So I'll make the monsters 2 levels higher than I normally would to account for it." only to have them destroy the monsters without even blinking.

Also, I'll ask you again to stop with the insults.
Its a bit over-used online but you do know there are games other then D&D right? It really sounds like you want a rules light, narrative game. Which is fine, theres lots of them out there and some are really fun. But they arent D&D. Players sitting down to D&D have certain reasonable expectations which seem to be a complete 180 of how you want to play.
I disagree. I know there are other games, however, I have yet to run into someone who had an expectation of a game that wasn't prewritten. It's rather the opposite. When people sit down for a game of D&D, my experience has been that they are expecting that the DM either is running an adventure they've purchased from somewhere or has a book of notes written up about what will happen and we'll be playing through that.

I know when I sit down at a D&D table, my expectation is that the DM will entertain me with an interesting story. The couple of times that DMs have attempted to run "sandbox" games with me in them normally ends up with me frustrated that the DM appears to be making me do their job. When a DM doesn't give me a clear adventure hook with a clear goal, I get frustrated and normally end up leaving the game. It feels like I'm accomplishing nothing:

"What do you do?"
"What do you mean, what do I do? I'm in a bar, I'm talking to the rest of the party. I drink some beer and I play some tavern games then I go to sleep."
"What do you do after that?"
"Umm, I ask people in town if anyone wants to hire some adventurers for a mission."
"No one wants to hire you. What do you do?"
"I go back to the tavern and drink some more, I suppose until something interesting happens so I can go on an adventure."

When I sit down at a table, it's my expectation that the DM will hit us with a plot hook for the adventure he has planned and we'll follow that plotline.
Try something else. D&D isnt the right system for you to run.
I don't know, I'm running games in the same playstyle as almost every 1e, 2e, 3e, and 4e adventure, along with everything put out for Living Greyhawk and Living Forgotten Realms, the two official WOTC campaigns. I'm also following almost every guideline in the DMG from every edition.

Now, it's quite possible that the game is meant to be run in the exact opposite method of everything published by its creators. Though, I doubt it. I think D&D is the perfect game for running dungeon crawls through prewritten dungeons.
Umm no. If they expected the idea to fail they would have tried something else. Players do understand action economy.
There is no action economy outside of combat. I'm talking about situations like: Player: "Alright, the wizard is in the tower, right? So, we get a barrel of gunpowder and explode it at the base of the tower, that should level the tower and kill the wizard."

Me: Crap. It probably should take down the tower and that will ruin the adventure. He's a wizard though, I know there isn't any spell in the book to give a tower protection from exploding barrels, but I'm sure someone probably developed a spell at some point. Let's assume the tower is protected against that. "It explodes but doesn't damage the tower."

Players: "Ahh, crap, he must have some sort of protection. Wouldn't it have been hilarious if we bypassed the entire adventure by using a barrel of gunpowder? I guess we go inside. I was kind of hoping that wouldn't work so I'd have an opportunity to beat that wizard's face in personally."
So quit being such a slave to your stupid pre-written narrative and give them a fight. The big baddie is dead? So what? His minions werent paid goons, they were fanatically loyal adherents to his philosophy, and so were his ultra dangerous body guards who happen to come in just as he dies....... hard fight ensues.
This requires a bunch of things to happen. One, I now have to invent goons on the fly, which I hate doing because it requires me to pull out a book and search for some appropriate leveled monsters who have the right flavor which takes 10 minutes or so. I hate pausing the game mid session because it ruins the flow.

Second, I absolutely hate when DMs change their plans on the fly unless absolutely necessary. It smacks of railroading to me. The DM wants a battle here, so rather than rewarding us for defeating the wizard easily, he is adding new monsters that didn't exist until after we beat the wizard.

When I found out that a DM was increasing the hitpoints of a monster every round simply because he didn't want the monster to die, I felt extremely cheated. I feel the same way if there is a mystery and I find out the DM didn't even know who the murderer was until the end and was just planning on making it whoever we accused.

I much prefer a game where the DM knows how many enemies are in the dungeon and new ones won't appear just cause.
If you werent more concerned with keeping the game running exactly along the path you planned out in your head nothing you described would kill or even slightly derail a gaming session.
It depends on what you are looking for in a gaming session. If I get to the wizard after a year campaign trying to raise the army to defeat him only to finally face him in combat and the roof falls on his head and kills him because of a stray arrow...well, I'll feel cheated. Even if his minions show up and are nasty powerful. In fact, it's likely we'll spend the rest of the game complaining that the wizards minions were way more powerful than he was and how stupid that is.
In 20 years of running games I've learned a little secret about what players want. Are you ready? it will blow your mind and change everything........

ASK THEM WHAT THEIR CHARACTERS DO.

Crazy right? I guarantee you though that whatever they tell you, is what they wanted to do. 100% sure to work, no mind reading involved.
The last time we did nothing ask what people wanted to do, we ended up in a tavern hitting on the tavern wench for 4 hours. It wasn't fun for me at all(and I wasn't even DMing that game, I was one of the players). I wanted to get on with an adventure of some sort. But the DM didn't want to move on until every player had finished doing what they wanted to do in the tavern. There were 4 players and 2 of them were REALLY interested in hitting on women in the tavern and were concerned with the appearance and personality of the women they were taking up to their rooms. I almost didn't show up next session. Luckily, it eventually because a fairly standard dungeon crawl with a lot of puzzles and battles, so the game got better.
Also the one guy who loves the puzzles? Ask him to leave the game or get him a Soduku book, whatever. He's pissing everyone else off with his puzzles.

They arent fun for the vast majority of gamers. Usually a "puzzle" is time for 3/4 of the group to get up to use the bathroom, smoke a ciggarette, call your girlfriend, order pizza, whatever it takes to kill the time until the one person still paying attention either solves it or gives up and the GM gives in.... or the players leave the stupid rail roady puzzle to go do something else entirely. Assuming you havent railroaded egress from the dungeon the way they came in into non-existence.
Some people don't like puzzles. Some do. But I'd say it's certainly not 3/4 of people who don't like puzzles. Your preferences aren't everyone's.

The above has not been my experience with puzzles. Most of my players get into them and really work at solving them. Nothing but puzzles gets old, so I try not to overuse them. However, I find that most of the game turns into a LOT of combat. Too much, especially in my group of powergamers who built their characters for the express purpose of doing as much damage as possible and defeating enemies as quickly as possible. We need a break from the monotony after a certain point. Or at least I do. There's only so many hour and a half long tactical war games I can run before I need some story.
 

Yes, it's an example for play. Though the numbers are likely slightly off since I'm working from about 1 year old memory.

However, I do remember the power gamed character needed a -2 to hit against enemies who were 3 levels above the level of the party. I told him that he must be cheating or reading the rules wrong because there was no way to get that bonus to hit. The game was balanced to not allow that. Then he spelled out his character for me. Which I don't remember ALL the details of now. However, it was legal. If a little...shifty.

Basically, he was a Pixie Hexblade whose hexblade weapon was a +3 proficiency weapon while doing 1d12 damage, while still being a Light Blade. So, he had the feat that gave +3 to hit with light blades with combat advantage. He had put a 20 in his prime stat, put a point into it at every level. Then he took some feat that gave him a +1 to hit with...fire spells I want to say. All his powers were fire spells. He charged with every attack so he could get the +1 and combat advantage. He also had another plus one to hit, can't remember from what. This essentially gave him +6 to hit over the next most power gamed character in the group who had JUST maxed their stat and couldn't move to a position with combat advantage.

Then in my group there were at least 2 players who had absolutely no idea how to power game. They'd started with 16s in their prime stat. They still had +2 weapons while at 15th level...because they wanted cooler magic items than weapons. That gave them about +5 to hit less than the powergamed people in the group and about +11 less than the super power gamed character.

This meant when I increased the power of enemies so that the super power gamed character needed a 3 on average to hit, the weak characters needed 14s. It didn't help that they had poor luck. One of them once went an entire session without rolling over a 12. But it didn't matter that much since when they did hit, they did a 3rd of the pixie's damage.

Your math on the Pixie Hexblade looks correct, interested in seeing how he get to charge and get combat advantage every attack. The math for the unoptimized character looks to be a bit off though. 16 vs 20 = -2, +2 instead of +3 weapon = -1, for a total of -3 vs regular optimized characters that never get combat advantage.

Anyway, your point still stands, +6 vs -3 = 9 point difference between best and worst, or 7 point if they get combat advantage.
 

Your wrong. Railroading is NEVER a good thing, and its not removing all choices.
Actually, _YOU_ are wrong. Why? Because this is a simple matter of preference. Hence, thanks for letting us know about your opinion, but there's really no need to get worked up about it! :)

I know many players that prefer being rail-roaded to 'free' sandbox play. They behave like a fish out of water if you tell them they're free to do whatever they want. They generally need gentle guidance (and sometimes pretty broad hints) in order to facilitate any kind of progress in the game. They have a hard time coming up with motivations or with things to do with their pcs unless you lead them subtly (or not so subtly).

One thing I do agree with you, however, is that I don't much care about the 'classic' adventure style. Almost all of the old adventure modules (at least for D&D) are vastly overrated.
 

A GM should really enjoy seeing the players succeed regardless of how they do it. If not, you may be too focused on your own 'precious encounters,' and by that, I mean you've put too much enjoyment or self-validation value on the specific encounters or puzzles you have created.
What you just described is classic railroading. Theres a problem and rather then allowing the players to solve it however they deem best the only allowed course of action is on that the DM will find "satisfying".
its absolutely railroading

<snip>

my games have run smoother, been enjoyed more by everyone and my own creativity went up leaps and bounds since I stopped shackling players to whatever outcome I had already decided was right
I don't have exactly the same approach to play as [MENTION=5143]Majoru Oakheart[/MENTION] describes in his post, but I don't see that what he's said about challenges requires the PCs (or players) being shackled to a pre-decided outcome.

The comments on living campaigns and the like are one thing, but as far as the desire that the players engage the wizard's tower via their PCs, rather than just blow it up, is concerned, this is just a preference for the GM to frame scenes rather than having the players frame their own scenes. Marvel Heroic Roleplaying encourages a type of "in media res" framing that makes what Majoru is describing look pretty tame by comparison! But from the fact that the PCs are framed into a trap-filled tower rather than the players having the option to frame themselves into an exploded tower with a dead wizard, we can't tell anything about what the outcome will be.

Of course some people don't like games with such hard scene-framing, but that is a matter of personal preference. It's got no bearing on the quality of their RPGing.
 

I have come to the conclusion that in an abstract combat system such as D&D, opportunity attacks are needless minutae.
I can see the case for this, but it applies equally to multiple attacks of all sorts.

Conversely, in so far as you think that multiple attacks in (say) AD&D work as a way of upping the combat output of fighters in a way that integrates well with the rest of the system, you can look at the function of OAs, immediate actions etc in the same way. For instance, in my experience of 4e OAs and immediate actions are a major way for fighters, rangers and sorcerers to lift their DPR.

Of course they are more fiddly than the old-fashioned multiple attacks. But on the flip-side, they also do a good job of introducing more dynamism into combat, breaking some of the stop-motion vibe.
 

I can see the case for this, but it applies equally to multiple attacks of all sorts.

Conversely, in so far as you think that multiple attacks in (say) AD&D work as a way of upping the combat output of fighters in a way that integrates well with the rest of the system, you can look at the function of OAs, immediate actions etc in the same way. For instance, in my experience of 4e OAs and immediate actions are a major way for fighters, rangers and sorcerers to lift their DPR.

Of course they are more fiddly than the old-fashioned multiple attacks. But on the flip-side, they also do a good job of introducing more dynamism into combat, breaking some of the stop-motion vibe.

Actually they introduce more stop than motion. No one wants to move or even scratch thier rear if it will provoke an OA. The combination of the threat of OA and needing to remain rooted to gain full attacks help keep combatants from moving dynamically unless addressed by house rules.

I prefer running lighter systems where move and attack is more friendly. The way I run B/X, there is only a consequence for withdrawing or fleeing melee combat, not for moving around within it.
 

Ahh heres the problem. Your wrong. Railroading is NEVER a good thing, and its not removing all choices. Its removing all choices but the ones the GM decided were acceptable when he made the challenge. Which is exactly what your doing.


Thats good. Until you change your mind set you probably shouldnt be DM'ing.


Folks, the phrase, "there is no accounting for taste," in its original form, means that there's no clear mathematics or predictability for taste. People like what they like. And that may not be what you like.

It then follows, that absolutes... usually aren't. "NEVER" should be used rarely when describing how to run a game.

And nobody here gets to tell others whether or not they should be running games. Quite frankly, you don't have the cred to make that assertion. You are not that wise and knowing. I don't care who you are. It's pretty darned rude.

Please leave space for people who play in ways you might not like yourself. Show respect for your fellow posters. Follow Wheaton's Law. Those are not difficult rules to follow, so we expect you to abide by them. Please remember that as the discussion continues.

Oh, and remember that we no longer have the "threadban" feature - it was lost in the hack. That means that if we find you're leaning too heavy on folks, rather than take you out of one conversation, we take you off the boards for a while....
 

.... long nonsensical, rambling defense of railroading which claims most people like it

Why dont you start a thread in the general D&D section about whether railraoding is a good thing or not? That should get you a couple hundred people in short order telling you it sucks, Then hit RPG.net, Giants in the playground and just for the hell of it the WoTC boards and start the same threads?

Maybe after a thousand people tell you how bad an idea it is you'll accept it. Its been established wisdom for about 15 years now, but just ask a bunch of people if you have such a hard time believing those of us in this thread who tell you its not good?
 

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