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Am I a cruel DM?
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<blockquote data-quote="JebeddoGarrick" data-source="post: 1880736" data-attributes="member: 26500"><p><strong>A Gnomon's Musings</strong></p><p></p><p>It is fun to read everyone's different views of what happened. Some were very insightful. I'm the player of the gnome in this game but don't ask me what number I am.</p><p></p><p>The geas was very apropriate under the circumstances. It gave the quest the air of a divine blessing. All the PCs had been involved in negociating the terms of the oath.</p><p></p><p>I don't think the group can blaim anyone other than themselves for what happened. We knew that we had bad relations with the gnomes. There were racial tensions involved. We had told them our goals were different from theirs. We knew that they didn't trust us, due to our own actions.</p><p></p><p>Yet we went and put ourselves in their power. I saw it as a way to build an alliance. We would earn their friendship by trusting them first. The party suggested the plan to hide in crates, decided to crate the important object separately, and didn't make any provisions to escape the crates. One of our members took a sleeping draught to knock him out for the duration of the voyage. We didn't even drill small holes in the crates to see what was going on outside. </p><p></p><p>My character is a gnome that is headstrong and independent. He has always had trouble fitting in. He is always wandering off alone to investigate something, much to chagrin of the other party members. Then along come these gnomes who are interested in the same things as him and follow the same god. They invite him to join one of their secret meetings. He wanted desperately to trust them and would have overlooked all but the most obvious reasons not to. </p><p></p><p>The issue is probably more one of pacing or plot arc than NPC actions. Imagine playing D&D for 35 sessions in one dungeon that you can't leave for risk of getting caught. You can't buy or sell anything. You can't do any crafting nor speak to any NPCs outside the dungeon. It wore down on everyone's moral. In a computer game equivalent, it was the end of a giant level and we would have been rewarded with a cut scene. I guess that was what the players were expecting.</p><p></p><p>However, the time was not wasted. We broke the seal on what an empire had kept hidden for several millenia. We have something in our possession that is equally important, if not more. Our actions will help reveal the light of hope to those who had given up.</p><p></p><p>Jebeddo</p><p>__________________</p><p>"If we shadows have offended </p><p>Think but this, and all is mended. </p><p>That you have but slumb'red here </p><p>While these visions did appear." </p><p>- A Midsummer Night's Dream</p></blockquote><p></p>
[QUOTE="JebeddoGarrick, post: 1880736, member: 26500"] [b]A Gnomon's Musings[/b] It is fun to read everyone's different views of what happened. Some were very insightful. I'm the player of the gnome in this game but don't ask me what number I am. The geas was very apropriate under the circumstances. It gave the quest the air of a divine blessing. All the PCs had been involved in negociating the terms of the oath. I don't think the group can blaim anyone other than themselves for what happened. We knew that we had bad relations with the gnomes. There were racial tensions involved. We had told them our goals were different from theirs. We knew that they didn't trust us, due to our own actions. Yet we went and put ourselves in their power. I saw it as a way to build an alliance. We would earn their friendship by trusting them first. The party suggested the plan to hide in crates, decided to crate the important object separately, and didn't make any provisions to escape the crates. One of our members took a sleeping draught to knock him out for the duration of the voyage. We didn't even drill small holes in the crates to see what was going on outside. My character is a gnome that is headstrong and independent. He has always had trouble fitting in. He is always wandering off alone to investigate something, much to chagrin of the other party members. Then along come these gnomes who are interested in the same things as him and follow the same god. They invite him to join one of their secret meetings. He wanted desperately to trust them and would have overlooked all but the most obvious reasons not to. The issue is probably more one of pacing or plot arc than NPC actions. Imagine playing D&D for 35 sessions in one dungeon that you can't leave for risk of getting caught. You can't buy or sell anything. You can't do any crafting nor speak to any NPCs outside the dungeon. It wore down on everyone's moral. In a computer game equivalent, it was the end of a giant level and we would have been rewarded with a cut scene. I guess that was what the players were expecting. However, the time was not wasted. We broke the seal on what an empire had kept hidden for several millenia. We have something in our possession that is equally important, if not more. Our actions will help reveal the light of hope to those who had given up. Jebeddo __________________ "If we shadows have offended Think but this, and all is mended. That you have but slumb'red here While these visions did appear." - A Midsummer Night's Dream [/QUOTE]
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