Lanefan
Victoria Rules
While I get what you're trying to say, this still sounds very...Frankensteinian, somehow.Nearly all my good players were made by me.

While I get what you're trying to say, this still sounds very...Frankensteinian, somehow.Nearly all my good players were made by me.
My anecdotal experience differs re the last bit - our gangs of murderhoboes often have depth, attachments, and well-developed personalities, thank you very much.Look, I hate to break it to you, but 'murder hobos' was a term coined to refer to the standard average trad D&D party, which spends its days wandering the countryside looting dungeons full of monsters and stealing their gold, without seemingly any care or concern or relationship with the world at all. As a rule this meant that PCs might well kill ANYTHING that has treasure, and MANY groups, maybe most at some point or other, did some 'edgy things'. It didn't refer to some kind of specific groups of players, in fact to the opposite it was, in the day, HIGHLY UNUSUAL to find groups where PCs had some depth to them, some attachments to the campaign world, and enough of a personality for it to really make much difference how they behaved.
Now them's fightin' words.What I'm saying is, that it is a product of unsophisticated GMing practices for the most part. If you are running into this sort of play everywhere, you need to reexamine your GMing techniques and toolkit, because its failing you!
I'm sure you could, but that's kinda not the point. The point is that no matter what type of game you've put together, in the name of player agency my take is that you then want to some extent get out of the way and let the players do with it what they will; and if that means they end up playing in a style you didn't expect then so be it - just keep on truckin' and see where the road leads to. The key thing is that it remains entertaining, for both you and the players.The last time I saw play that I would describe as something close to this was maybe around 1986 or so. Its relatively easy to avoid if you know what you're doing (and want to avoid it, which I am not saying people must do). I could probably also put together a game and virtually guarantee that this kind of play WOULD happen, as the causes and such are very well known and understood!
Curious: how do you handle the afterlife, then? Or does/can it even come into play relevance in your game?I do not care about alignment. I don't use anything regarding it in my games. This includes the Great Wheel. There's no Nine Hells. There's no Seven Heavens. There's no Bytopia. No alignment is no alignment. Maybe you don't know that's possible, but it totally is, I assure you.
Not sure if you're replying in jest but I rather suspect the post you were replying to wasn't intended to be taken entirely seriously.I mean, you CLEARLY REQUIRE TEACHING, that's my response! If you seriously espoused the attitudes put forth on this thread, I can only conclude that your GMing skills are essentially non-existent. Maybe at an actual table you come across differently, but you'd last about 5 seconds in any game I am associated with. Heck, you'd never get in at all.
That is an incredibly odd thing to be proud of.Oh, ok, if you want to say for this one and only time and reason. As a general way of life, I will never adjust for others.
The thing about "reasonable, prudent limits" is that, generally they only apply to reasonable, prudent people. Black Letter Law never stopped anyone from doing the thing there were going to do. Even those that knew better, they just believed that it did not apply to them.So, I am left to reflect on what I have heard here.
There are players, who seem to have been simply young and inexperienced, who were clearly unhappy with how things played out, and their usual DM was surprised that things went as poorly as they did just for the first substitute session.
There is a DM, who openly and explicitly says he never adjusts for anyone else's preferences, ever, not just behind the DM screen. Said DM sees it as an imperative to reach the players a lesson, and that certain outcomes will definitely happen, no matter what the players might think about that. Compromise and consideration are verboten, and the very idea of sitting down to talk to the players about what happened was rejected from the beginning.
I cannot help but go back to all the times I've been told that this sort of thing never happens, or only happens with "bad" DMs that you should simply refuse to play with. What choice did these players have but to be "taught a lesson," and in the process likely driven away from the hobby, possibly forever? I know this isn't a representative game. But it's not hard to look at this and say, "if there had been some reasonable, prudent limits, this could have all been avoided." But trying to get anyone to even consider such things is like pulling teeth—in part because people deny that this sort of thing ever happens.
So what am I to make of it when an example thereof gets presented for us "as it happens"?
So, I am left to reflect on what I have heard here.
There are players, who seem to have been simply young and inexperienced, who were clearly unhappy with how things played out, and their usual DM was surprised that things went as poorly as they did just for the first substitute session.
There is a DM, who openly and explicitly says he never adjusts for anyone else's preferences, ever, not just behind the DM screen. Said DM sees it as an imperative to reach the players a lesson, and that certain outcomes will definitely happen, no matter what the players might think about that. Compromise and consideration are verboten, and the very idea of sitting down to talk to the players about what happened was rejected from the beginning.
I cannot help but go back to all the times I've been told that this sort of thing never happens, or only happens with "bad" DMs that you should simply refuse to play with. What choice did these players have but to be "taught a lesson," and in the process likely driven away from the hobby, possibly forever? I know this isn't a representative game. But it's not hard to look at this and say, "if there had been some reasonable, prudent limits, this could have all been avoided." But trying to get anyone to even consider such things is like pulling teeth—in part because people deny that this sort of thing ever happens.
So what am I to make of it when an example thereof gets presented for us "as it happens"?
Seems to me that it did happen quite often that a Saxon barony got raided by Vikings and the Baron didn’t do a whole lot about it, because there wasn’t a whole lot he could do.Even assuming a medieval world of our own (and Faerun is not that world) do you think a bunch of Lordless wandering vagabonds could just enter a Saxon Barons keep, murder several of his guards, and that Baron would just shrug and do nothing?
You’re assuming the Baron has a court wizard or a priest that is powerful enough to cast at least 3rd level spells, which is unjustified. And that’s just for Speak with dead, which wouldn’t be particularly useful by itself in this context.Now consider a magical world where that Baron has instantaneous communication with other Lords and the ability to Speak with the Dead and use Divination magic to ascertain who the culprits are (he has access to at least 5th level Spellcasters), simply by asking his Court wizard or the local High Priest in his castle to do so.