TwoSix
The Year of the TwoSix
Just for the record, I suggested that 2 days and 40 posts ago.Personally, I think I'm going to join the murder-hobos and just kick in the door. A lot less work for a lot more fun.
Just for the record, I suggested that 2 days and 40 posts ago.Personally, I think I'm going to join the murder-hobos and just kick in the door. A lot less work for a lot more fun.
Well, like I said...maybe you should address it with your party instead of blaming the DM for the actions of the party.
Both murder hobos split off from the party and opened a chest without the rest of the party being in the room, thus triggering the encounter. Conclusion: Party, not DM
The GM is responsible for deciding what is in the chest, how whatever is in there might react if the chest is opened, and how the master might respond.Disturb a wizard's lair by triggering a trap and are the loyal creations of that wizard supposed to NOT go tell their master what's going on?
The GM is responsible for deciding what a noble knows. And also for deciding that the noble only cares about partying and sex.How would a noble who only cares about partying and the next wench on the list know what the garrison at the manor would look like? Did you bother to investigate and see if they knew you were coming? The guards you talked to at the party...they were bodyguards for nobles and probably only knew a little bit more than the nobles did.
The GM is ultimately responsible for determining backstory such as which roads do or don't need repairing, which manors are or are not expecting deliveries of bricks, etc.What is being omitted here is that you were attempting to enter the district as road workers (your plan). The plan to enter the area was shut down for a few reasons. One; there wasn't any roadwork being done in the noble district at the time and two; I don't know about you, but road workers enter mansions all the time so that they can do roadwork...
You mentioned that you scouted the patrols...did you send someone ahead to scout the manor, checking for guards? No, you climbed one wall and looked. When someone in the party asked to see if they could time the guards' patrols, you only looked at one side of the manor and didn't send someone to see what was going on elsewhere.
I recall a specific portion of the session the other night where the party attempts to crawl over the wall the first time, succeed, and notice that there's a patrol there. They climb back down, and someone in the party asks if maybe they should create a distraction. Instead, the group tries to climb a different wall and gets spotted...
You guys spent time observing one side of the house...the west side. You were able to see a patrol roaming the grounds, staying in that general area. You saw another patrol to the north. You didn't send the scout (murder hobo 1) to the south to see who was there, nor to the east portion of the house to see what was there, either. That's what a scout should do, yes?
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The only reason that you think that whole plan had zero chance of success is because you and your party set yourselves up for failure, not me.
The GM is responsible for all this backstory.Ok, then why didn't you follow the suggestion of the Sorcerer and cause a distraction? Do you think the scenario would have played out differently?
Getting to the manor did not alert the guards that you were coming...the several days you spent in the city digging up information did. That's why they had sketches of everyone in your group.
The GM is responsible for deciding what, if anything, happens in the background fiction. (Ie where the players have not declared actions for their PCs bearing upon that background fiction.)I was keeping a running tally of all of the successes and failures you guys made on your various skill checks throughout the night. They knew you were in town. They knew that it would be likely you would be coming. They prepared, too. Things in my game don't happen in a vacuum.
no one thought to disguise themselves, were roaming around the city, not bothering to hide their movements, not pulling their hoods up, not checking to see if anyone was following or watching...all while being in an enemy occupied city.
For my own part, I find that once the GM is playing both sides (eg in this case, playing the guards of the city and advising the players on the best strategy for avoiding them) then the game can become less satisfying. If, as a GM, I felt things unfolding a bit like this, but for whatever reason I didn't care to make it a focus of play via something like the approach in my previous paragraph, I'd just say outright to the players "I assume you guys are going about cloaked and hooded, etc, to avoid being spotted."For the players: It looks like you need to put more effort into your plans. One little peek over a wall is not scouting out the defenses - you've set yourself up for failure like the DM said. If the DM prompts you by asking if you're going to disguise yourself, that is an indicator that perhaps disguising yourself is in your best interests
Absolutely. The game is ultimately for the players to play.From one perspective it may seen logical for the PCs to suffer because the players didn't follow up on a topic the referee values, but from another it's an abuse of authority to punish the players for their choices and condition them to slavishly follow the referee's lines of interest.
I'm pretty sure that by "saying yes" [MENTION=22779]Hussar[/MENTION] means to refer to the GMing principle from Dogs in the Vineyard, Burning Wheel and some similar games: say yes, or roll the dice. That is, either action declaration succeeds, or - if the matter is a high stakes matter relevant to the goals and stakes of play - then a check is framed and the dice are rolled.You're misunderstanding "Say Yes."
The principle isn't about simply standing there while someone else tells you what they do. It's about not denying input.
And that's fair enough too. Sure, we made mistakes. Like I said, we have minutes to think about a scenario that you spent days or even weeks thinking about. And, we're trying to resolve things with limited information and a strong sense that it's unlikely we'll be able to gain more information.
But, again, at the end of the day, I'll point to the fact that I didn't start this thread. The thread was started by asking why these scenarios kept blowing up into these long, drawn out combats.
I really do think that part of it is that there is very little room for any mistakes. The first mistake we make leads to a long, drawn out battle with all the defenders.
I mean, take the other campaign where we're in the flying castle. Remove the PC's wizard creator and the NPC from the previous scenario, neither of which are required to actually be in this scenario. They aren't key figures. Either remove them entirely, or put them farther away, perhaps in the upper part of the castle.
Now, run the same scenario again. We no longer have the scenario completely blowing up on us. No one there can instantly recognize us and no one there is going to dump an ultimatum on the PC causing everything to go pear shaped. It might go pear shaped still. True. That can certainly happen. But, with the inclusion of those two NPC's, it was inevitable.
Or our current scenario. Maybe instead of a small army guarding this house, on full alert, maybe there's a couple of guards patrolling the grounds. A single guard we could deal with and still get inside. Fifteen guards is impossible to get around. Even with a distraction, I highly doubt we'd have made it any further. Not with that set up. There were just too many guards and no way to deal with them quietly. So, we tried speed instead of stealth and that failed. Stealth wasn't going to work either. Too many checks. It was pretty much inevitable that we would fail.
The scenarios you both have designed over the past several months (remember, this has been ongoing for several scenarios in a row) are pretty much designed from the get go to have mass combats. You called the fight in the house with the paladin's sister a Boss fight. Why? Why did we need a boss fight there? We showed zero indication in wanting a big fight, didn't really know that guy from a hole in the ground, and had gone to great lengths, including starting riots in the town, to NOT have a boss fight.
See, that's the thing - if you think that the inevitable outcome of every scenario is mass combat, you don't trust the DM. You're already convinced that every scenario is going to end in mass combat, so negativity bias kicks in and that's all you ever see.Hussar said:And fer gawds sake stop with the "trust your DM crap". That's not the issue. It's that the inevitable outcome of every scenario is mass combat.
A lot of the discussion in this thread about this issue seems to assume that all this background fiction can just be treated as some fixed thing - and then goes on to say that it's the players fault that things went wrong because they didn't acquire the relevant information. But the background fiction is not some fixed thing. It's authored by the GM. If the GM chooses to author it in such a way that the players' plans, as declared by them, are going to fail more-or-less regardless (eg the PCs have been discovered not as the result of some failed action declaration, but simply because that is the background fiction that the GM decided on), that is on the GM.
See, that's the thing - if you think that the inevitable outcome of every scenario is mass combat, you don't trust the DM. You're already convinced that every scenario is going to end in mass combat, so negativity bias kicks in and that's all you ever see.
No amount of careful DMing is going to diffuse that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.