D&D General Fighting Law and Order

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If everyone was happy with the game up until the great railroad-induced slaughterfest, why not go back and continue having fun from where they were having fun?
Doing this kind of makes me feel like my choices don't matter. If there's some in game reason why such an event occurred, like a Prince of Persia: Sands of Time type of mechanic, fine, but just resetting everything isn't great. On the other hand it might be preferrable to just ruining the campaign.
 

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I don't see this as a mistake. Instead, if they miss it they miss it; and maybe there's downstream consequences possibly including their somehow later realizing they missed something (we cleaned that place out two months ago - whaddya mean it's still active?!) and have to go back - which means you get two adventures for the price of one! :)

The 5-adventure path I'm running right now hinged on their finding a hidden clue in adventure 1 before getting punted (via a hidden teleport trap) to adventure 2. For all I knew going in, they'd find the clue but miss the trap, find the trap but miss the clue, or miss both. As it turns out they found both without any "help" from me-as-DM, and on we went.
Oh, don't get me wrong. I'm okay with something important being behind a secret door. Just not something that by itself means success or failure.
 

Doing this kind of makes me feel like my choices don't matter.
Then stop the train of thought there and ask: "Why does this make me think the fault lies with the players?"

Because that's what you're saying here. You are, straight-up, explicitly, saying that all of these bad things are exclusively the players' responsibility, and thus it must be in some way "cheating" or "favoritism" to fix the problem non-diegetically. Why are you assuming this? With a very powerful GM forcing a pretty much unwinnable situation, there were no choices involved. They followed the breadcrumbs, and those breadcrumbs led them straight into a disaster whether you look at it diegetically or not.

If there's some in game reason why such an event occurred, like a Prince of Persia: Sands of Time type of mechanic, fine, but just resetting everything isn't great. On the other hand it might be preferrable to just ruining the campaign.
That would be precisely why people are making the suggestion. Well, that and challenging the tacit assumption that all situations which occur within the game are exclusively the fault (or responsibility, if you prefer) of the players.

This is one of the bigger reasons to push back against such unrestrained GM authority, incidentally. The GM that claims vast, unrestrained power and passes all responsibility off to the players.
 

Ah, gotcha.

We agree on this.

Yeah, I'm operating off the idea in the OP that either the original DM or the group as a whole found this a problem that needed fixing. This will depend on the group for sure, and as this thread shows, many folks have strong feelings about this kind of stuff.

Personally, I don't have a problem with the PCs being anti-heroes or even villains, as long as things don't get creepy or whatever. Not a problem in either of the groups I play with, but I know them all well enough that's not a concern. In a public game, I'd be more cautious about it, I expect, but I don't think I'd ban it outright.

Well, I suspect-without-evidence that either the original DM was expecting them to escape peacefully (somehow!) or - and I'm not sure if this has come up yet as a possibility - might have had a plan in mind to present a clear and obvious escape opportunity at some point later, maybe the next in-game morning or something after narrating a peaceful night; only things never got that far due to the escape-with-high-violence during the night.

I mean, for all we know maybe the guards were going to get secret orders in the morning telling them to take the prisoners out of town and quietly let them go.

And as it sounds like there was very limited if any communication between the original DM (ODM) and the replacement DM (RDM) before the session began, if the ODM in fact had such ideas in mind the RDM wouldn't have known of them. And so as the RDM could only go with what was in front of him, it's possible (again purely speculating here) that the overnight was narrated/played out in a much more granular manner than the ODM had in mind, thus giving the players what they thought were potential openings to escape - which, naturally, they leaped at.

Edit: typo

I do expect that the difference between what the original DM intended and what actually happened is likely a factor. We don't know what that was, though. We only know what the OP shared. Based on what was shared, I don't really see where things would have went differently.

Here are what I see as the decision points for the players, such as they are:
  • They could have not surrendered when arrested... but that would have likely resulted in a violent confrontation much earlier, and at a social event rather than a jail.
  • They could have not failed to escape the cell. Of course, if they managed to get out of the cell, they'd still have to quietly escape from the jail... and we know how that went.
  • They could have turned down the mysterious stranger's offer. This would have left them in the jail cell, waiting for the judge's mercy. We don't know what would have happened here.
  • After accepting the mysterious stranger's offer, they could have escaped quietly. It's a bit unclear if they tried and failed to do so, or if they just went into murder mode right away.
On the other hand, the DM could have done the following:
  • The DM did not need to have the PCs arrested. That could have been left up to play (savvy moves and good rolls, clever roleplay, whatever).
  • The DM could have decided that the authorities simply confiscated the PCs' weapons, but left them free on the condition they don't leave town. This lets the players go about trying to clear their name, but hinders their offensive capability.
  • When the PCs surrendered to arrest, he could have had them immediately face the judge, just narrate their miserable night in jail, and then move to the scene with the judge, for whatever purpose that would have had.
  • Alternatively, once they surrendered, he could have immediately jumped to the mysterious stranger, narrating the long hours until then.
  • Once they accepted the stranger's offer, the DM could have had the stranger posses a means of escape... a secret tunnel or a teleportation spell or whatever.
  • Once the players failed to escape and decided to go into murder mode, the DM could have sent fewer forces after them. The body count here is just as much the DM's responsibility as it is the players'. Okay, they're willing to kill to escape... once we know that, let's just move along instead of throwing more and more guards against them so that they become the greatest villains the city has ever known or whatever. Related, the DM can decide there have in fact been worse villains in the city's history.
In my eyes, the DM contributed to this outcome far more than the players did. Their points of input or meaningful decisions are really narrow and limited compared to the DM's.

I know there's often a reflexive need to defend DMs, but I cannot understand how anyone could analyze the details we have and determine that the players were in any way in the wrong here.
 

This is one of the bigger reasons to push back against such unrestrained GM authority, incidentally. The GM that claims vast, unrestrained power and passes all responsibility off to the players.

Gotta say, the OP and further comments by the OP are really odd to me.

The OP set up a railroad that somehow went sideways.

But rather than own up and discuss with the players the best way to proceed, he wants to further railroad them to the path that HE ASSUMES is the most fun for them (which incidentally is NOT what at least one of them TOLD him they were having fun doing).

Seems like completely ignoring player AND character input at this point - not sure how that can be fun for the table.
 
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So joining late and only responding to the OP.
From a narrative standpoint, why have guards show up? Why not have them describe how they escape and move onto the actual events of consequence?
I know my answer. You're not looking at it from a narrative standpoint. You're looking at it from a simulationist standpoint.
 

Yeah, that's a pretty big gap in playstyle expectations. Probably not the group for you.
Though it's important to note they are not die hard "we must only and forever play the silly cartoon game" game. It's just more that they don't know anything else.
:)

Which leaves the other 50% to go out and spread tales of this horrible DM they had...no wonder we DMs get a bad rap sometimes. :)
You can lead a horse to water, but can't make them drink.

And the other 50% go out and spread tales of this great DM....
 

And the other 50% go out and spread tales of this great DM....
And if 50% of the group has a bad experience, what's the attrition rate over the next 5 games? 50% of the groups in the first round have a bad experience. 50% of the remainder have a bad experience the next time--meaning 75% of the total, assuming people are even willing to come back. After just those 5 games, 97% of players will have had a "horror DM experience" somewhere along the way.

Turns out, being cavalier about how your players respond...has consequences!
 


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