NPC said:I really like swrushing's ideas on how the story could have been improved.
But what if that variant on the story didn't please Noelani either? Based on swrushing's reasoning, her not being happy would still be 100% his fault.
NPC said:I really like swrushing's ideas on how the story could have been improved.
Not what i said, but thats getting common in your posts.fusangite said:But it is impossible for them to misinterpret or react unreasonably to anything you do.
Which is, of course, not what i said, but thats fine. Its fits your pattern.fusangite said:This was what I was saying. Sorry I phrased it poorly. This is where you and I completely disagree. The idea that it is impossible, under any circumstances whatsoever, for a player to reach an unreasonable unjustified conclusion about something you as the GM have done strikes me as bizarre in the extreme. What it says to me is that you believe that all players in all RPGs are reasonable and rational 100% of the time.
Ok, now this is getting silly. DIDn't i start by listing at least two situations where they left unhappy that weren't GM issues? geesh.fusangite said:You seem to believe that your behaviour as GM, alone, disregarding all other factors in a player's life is in complete and sole control over whether your players are having fun during your game.
His initial post indicated the mood at the end of the session. "Overall, the tone at the end of the game was mostly melancholy, though a few of the players are, understandably, quite upset."fusangite said:I don't know whether you have noticed this but the GM is having a dispute with only one person in his game: his fiancee. Everyone else we have heard from thinks he acted reasonably -- everyone else's account is congruent with his. But his fiancee has significantly different views not only about whether he acted reasonably in this session but about how he acted in all the previous sessions.
fusangite said:But what if that variant on the story didn't please Noelani either? Based on swrushing's reasoning, her not being happy would still be 100% his fault.
hong said:Each of these options is plausible, but they lead to different challenges for the DM to handle, and have vastly different consequences if the DM doesn't get things right. Since the choice of which path to follow is ultimately up to the DM, it's also their responsibility to make sure they can handle the potential fallout. It's simple risk management: if you don't think you can handle something, don't do it.
IME, players tend to retain a lot less information from one session to the next, than the DM does. The DM is immersed in this all the time, in planning each adventure, keeping track of NPCs, figuring out how various organisations react to events, and so on. The players turn up each week, kill monsters, angst about their misfortunes, and go home. If they're particularly committed players, they might also write fanfics about their characters' exploits, or search for new crunchy bits that will allow them to cause even more mayhem. However, that comes nowhere near the volume of information that the DM is going to have.
And yes, as a general rule there should be a climax (read: big fight) at the end of each session (although like all general rules, deviating from it occasionally is fine -- just don't make a habit of it). It would appear that your sense of dramatic pacing needs work.
That constitutes the NEXT plot arc. I guess it's a good thing you're not a storytelling DM.
Getting back to this particular scenario, everything about events up to this moment had pointed to the immediate storyline being finished. The party went into the dungeon, killed the bad guys, and got the artifact. In 99% of D&D games, that would have constituted a successful completion of an episode/storyline/adventure/whatever you want to call it. The logical next step would have been to start on getting the artifact repaired, and that would constitute another episode/storyline/adventure.
Was there any hint from the DM that things might not yet be complete, in terms of retrieving the artifact? No. Was there any hint from the DM that they shouldn't think of repairing the artifact yet? No. COULD the DM have provided such hints, if he'd thought to do so at the time? Yes.
Therefore, can the DM complain if the players get pissed off at having to start all over again? No.
Are you finished putting up those strawmen yet? Gawd, I hope not.
However, do continue attempting to justify a blatant anticlimax in narrative terms, if you wish. Next step: proving that black is white, and then getting yourself killed at a zebra crossing.
I see absolutely no reason to believe that their reactions were anything other than what should have been expected.
fusangite said:But it is impossible for them to misinterpret or react unreasonably to anything you do.
This was what I was saying. Sorry I phrased it poorly. This is where you and I completely disagree. The idea that it is impossible, under any circumstances whatsoever, for a player to reach an unreasonable unjustified conclusion about something you as the GM have done strikes me as bizarre in the extreme. What it says to me is that you believe that all players in all RPGs are reasonable and rational 100% of the time.
Has it occurred to you that what we are witnessing here is a relationship dispute sublimated into the game?
fusangite said:What rot! Of course the DM's enjoyment of the game is relevant to whether people enjoyed it. The DM is not a standup comic. He's not a paid actor. He's a person trying to enjoy the game too. The fact that he has a different job in the game doesn't make his enjoyment of it any more or less important.
swrushing said:Obviously, a player can leave unhappy for any number of reasons. It could be they left because of a misunderstanding with another player. It could be they left unhappy because of an unfortunate emergency call. There are any number of reasons they could leave unhappy...
If a player leaves a game i run unhappy with ME, the GM, then i do conclude that I have made an error
hong said:Nobody ever said that it's impossible for players to be wrong or unreasonable.
swrushing said:His initial post indicated the mood at the end of the session. "Overall, the tone at the end of the game was mostly melancholy, though a few of the players are, understandably, quite upset."
Thats not what i would paint as a good result. YMMV. His didn't.
Raven Crowking said:True. However, neither the title of the thread nor Ambrus' first post suggested that this was the question at hand.
Moreover, while they might have altered their position later, Ambrus' first post makes it clear that there was more than one player dissatisfied.
In case i wasn't clear... i am done with responding to your repeated misrepresentations of others' positions. Misinterpreting to the extreme side others' positions is a classic trolling bait and i feel i have made myself clear enough to everyone who was really listening.fusangite said:swrushing, perhaps you would like to qualify the above statement to which I responded in my previous posts.
fusangite said:If you think an episode ending on a sombre note is the equivalent of a failed episode, that is really unfortunate. It must limit your ability to tell an emotionally compelling story. The Two Towers ends on a sombre note; but this sombre note is part of the larger structure of a great narrative that deepens one's commitment to the story and makes the climax more fulfilling. So the idea that one episode ending on a sombre note is equal to a narrative failure is really problematic if you're interested in story telling.
fusangite said:Before I get to responding specifically to Hong, I have to begin by asking those people who feel games always must end on a high note and that suffering a severe setback in your quest is equivalent to it being ruined whether they think the last chapter of the The Two Towers would have been a bad thing for a GM to do.
I think it's abundantly clear that the GM did not anticipate this "fallout." So the point you're trying to make here doesn't make any sense.
As for your movie-campaign comparison, you're now making a completely different argument than you were in the previous post and are accusing me of making the one you were. I suppose I could spend 15 minutes clipping and quoting here but as I've succeeded in getting you to change your position, I think I'll quit while I'm ahead.
Yes. But you were arguing that the dungeon battle where they recovered the artifact was the climax of the campaign.
We're not discussing pacing internal to episodes (or at least we weren't until you shifted your position again). You argued that it was without a doubt true that the battle they had with the possessors of the artifact was the climax of the campaign. I produced strong evidence to the contrary. You then argued that this wasn't what you were talking about at all.
So, in your view Return of the King is a totally separate storyline from The Two Towers. The Two Towers should end on a high note because the reader deserves a payoff, right?
Hong, I'm not going to belabour this argument any further because your shifting positions and terminology make you too much of a moving target. To produce an equivalent of the nonsense you just spewed in the above paragraph, let me offer some roughtly comparable phrasing.
"Of course they've been waiting too long; obviously an hour/week/month/whatever you want to call it is too long a time to wait." Episodes, storylines, campaigns and adventures are all actually different things. In order to establish what the hell you are talking about, you have to decide which thing you are referring to. One moment, the unit of time under discussion is 35 episodes; the next, it's 1; the next, it's 50. I don't know what to do here.
Yes. It's so important to prevent players from being surprised. God they hate that. Some people actually come to games because they enjoy surprising and unexpected things happening. Now maybe that's not what your players are into but I'd hazard a guess that the majority of D&D players kind of like it when there are plot twists and surprises.
Right -- because when people lose the object of their quest, they "always" have to start over again. Hong, could you please name ONE story about a quest where people lose the object of the quest and are forced to "start all over again." I've now provided 5 different examples of the genre convention of people losing the object of their quest near the climax -- you have not provided one single counter-example.
On that subject Hong, tell me: how many times have Ambrus or I suggested that the players are going to be "starting all over again"?
So, you feel that it is a wrong and peculiar thing in a narrative for the protagonist to suffer a major setback?
hong said:NPCs can and will betray the party in any campaign.
hong said:That doesn't mean it's something that happens without making damn sure you know what you're doing.
hong said:If you mean that I'm suggesting the DM must always follow genre, then of course not.
hong said:However, it does put an onus on the DM to plan ahead if he's doing things differently, because unless clear information is given to the contrary, then the players will be expecting something other than what actually transpires.
What kinds of stories do you read?
You mean the reactions of the 3 players who agreed with the GM? Yes. That was quite a reasonable thing to anticipate.
Ambrus said:Overall, the tone at the end of the game was mostly melancholy
Ketherian said:It really sucks,
fusangite said:How would you go about determining if a player was blaming you unreasonably or unjustifiably for their not enjoying the game?