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General Tabletop Discussion
*Dungeons & Dragons
5th ed D&D general impressions from a new player and DM.
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<blockquote data-quote="Asisreo" data-source="post: 8201349" data-attributes="member: 7019027"><p>I apologize if I somehow upset you. But I'll say that my method isn't nearly as tedious as you may be assuming. </p><p></p><p>For one, I often have both good things and bad things with the stuff I call out. Yeah, that bump could be a hatch but it could also be a trap. That's why I ask, to keep the mystery alive. Its easy for the DM to feel like they're asking for too much but the player would probably appreciate not having the DM assume you trigger a trap out of nowhere. </p><p></p><p>"I want to search the curio cabinet." "Alright, you find so-and-so," is enough for me. I don't necessarily need to know every motion, just give me a general rundown so I can accurately tell you how treasures, creatures, traps, and hazards would react to you engaging with them. A monster might have two different reactions depending on how you open its door. </p><p></p><p>Traps. Or perhaps you don't want to piss off the princess. I'm sure "I saw a bed and a dresser so I obviously had to rummage through it and see what's underneath it!" isn't going to fly. </p><p></p><p>Yeah. I'm more than happy to repeat the information if you say "Oh, I forgot what you said. Can you repeat what's in the room?" Other than that, I can't really do much more than talk clearly and hope you're taking your own notes. Hopefully, not all 4 of our players forget all of the items at the same time. </p><p></p><p>Also, I never put anything mandatory behind anything in my games. The safe is always something extra. The player not finding it immediately isn't a big deal. Maybe the princess talks to the party and reveals it herself and the party goes "whoa, was that there the whole time?" "Yep." "No way, that's so cool DM. You're so amazing and prepared DM!"</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8201349, member: 7019027"] I apologize if I somehow upset you. But I'll say that my method isn't nearly as tedious as you may be assuming. For one, I often have both good things and bad things with the stuff I call out. Yeah, that bump could be a hatch but it could also be a trap. That's why I ask, to keep the mystery alive. Its easy for the DM to feel like they're asking for too much but the player would probably appreciate not having the DM assume you trigger a trap out of nowhere. "I want to search the curio cabinet." "Alright, you find so-and-so," is enough for me. I don't necessarily need to know every motion, just give me a general rundown so I can accurately tell you how treasures, creatures, traps, and hazards would react to you engaging with them. A monster might have two different reactions depending on how you open its door. Traps. Or perhaps you don't want to piss off the princess. I'm sure "I saw a bed and a dresser so I obviously had to rummage through it and see what's underneath it!" isn't going to fly. Yeah. I'm more than happy to repeat the information if you say "Oh, I forgot what you said. Can you repeat what's in the room?" Other than that, I can't really do much more than talk clearly and hope you're taking your own notes. Hopefully, not all 4 of our players forget all of the items at the same time. Also, I never put anything mandatory behind anything in my games. The safe is always something extra. The player not finding it immediately isn't a big deal. Maybe the princess talks to the party and reveals it herself and the party goes "whoa, was that there the whole time?" "Yep." "No way, that's so cool DM. You're so amazing and prepared DM!" [/QUOTE]
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