So some paper to run their games like a fist
What I don’t understand is how you handle it and what if your players protest
The tough bleep attitude doesn’t sound fun at all
Your the dm here so you should gave a gentle hand in the basics
I cast magic missile. Oops I forgot to add the 3rd missile. If your attitude is tough naughty word then that’s pretty bad. My players wouldn’t put up with that and why should they because I’m the ruler?
I guarantee if they rolled for 4 missiles and you caught it after you wouldn’t say the same
My strong recommendation is that the last paragraph yields far better result in terms of everybody having fun with the campaign.
I use the word
coach deliberately. A good coach teaches techniques but leaves it to the player to practice or use them.
For example, at WizardCon 2025 last week, my second event had just two players, and both were shy and not very proactive. In a way, it was good that the other players for the event didn't show up, because these two would have likely retired to the background despite my efforts to make sure they got included.
They were unsure and not particularly decisive outside of anything they had to learn. But after the first hour, thanks to my coaching, they did quite well. My technique is to point out options, explain their consequences, and let them decide. Within the first hour, they appeared to get the hang of it, and the coaching was minimal after that.
For example, the first situation they had to deal with was an encounter with two young adults—a peasant boy and a noble girl. After they saved them from a band of marauding orcs, they were not sure what to do with them. I first told them their choices were basically anything they could do if they were standing on the road with the two. You could take them along with you. You could let them go on their way—they are following the same road you traveled to this point. You could find a place nearby that is safe for them; you passed a couple of farms and hamlets along the way. Or anything else you think of.
So they talked with the two (roleplaying in first person) and decided the best thing to do was let them go on their way, as they felt the road had been safe up until that point. But they found out the two were running away from the village they were heading to, so they decided that at some point they would let their parents know where they were.
Which was interesting, because I had run this adventure eight times before, and none of the other groups did that. Either they took them along with them to the village, or found a safe place nearby where they could stay. They were concerned about them running away, so they didn't want to let them go off on their own.
But this group was like, "OK, it’s fine you're running away, it’s safe going back the way we came, cya."
This made subsequent events in the village play out differently.
However near the end of the adventure, they were sneaking around the villian's lair, the Russet Lord and for some reason decided to talk to the cook. The only problem was that the kitchen was in earshot of the throne room where the Russet Lord was. And it wasn't as misunderstanding of a verbal description. I was using map and minis and they could see where the entrance to the throne room was and knew the Russet Lord was in there.
But after I reviewed the situation again they still went ahead and open the door to the kitchen where the Russet Lord's cook, a brownie, was cooking. The cook isn't hostile and the player handled it well in a nice bit of roleplaying and even made a friend when they gave the cook a bag of fresh apples from their rations.
But it also alerted the Russet Lord who could hear this and he summoned them into his throne. It was that moment one turned to the other and said "I guess we should have been more quiet."
In previous run throughs, this happened to another group as well, but the seven other groups took great care sneaking through that area before the final confrontation with the Russet Lord.
And the WizardCon group did trimuph over the Russet Lord although it was touch and go after the Russet Lord lightning bolted half the part. The whole encounter involved a lot of roleplaying at the beginning, and the players did an outstanding job. But the fight enused because the cost the Russet Lord was asking was too high.
Hope this answered your question.