ForceUser said:
What would you have done?
Exactly what you did. Players that don’t have a minimum of common sense deserve everything that gets thrown at them. From reading the posts on this thread, I can see where some may conclude that you perhaps did not give out complete local information, or used the ogres too intelligently, but I think you did ok by sounds of it.
Ogres can still try and be sneaky, and seeking revenge for the death of their friend is perfectly acceptable IMO.
shock the monkey said:
DMs should blame themselves more often; after all, they are the ones running the campaign. But instead of taking a hard look at themselves, they act like smug deities looking down upon the foolishness of their players.
Sometimes you guys forget that the whole point of this GAME is to have fun.
Nonsense. The game is meant to be fun, true, but not everything falls at the feet of the DM. Players can cause just as much problems for a game as the DM can.
I don’t want to run, nor play in, a game that is just “fun”. I want repercussions, and a realistic world/setting/game. I don’t want everything falling in the favour of the players just because it’s meant to be fun.
I would be nice to have them subdued, waking up in a cage, and then having to find a way out. But that is playing into their stupidity, and promotes poor gaming, because the DM will get them out of a fix that they put themselves in. This is not how to run the game IMO. I won’t deny that running an occasional scene or story twist like that is cool, but the situation described by ForceUser, the players deserved to get spudded.
Raven Crowking said:
P.S.: ByronD, you may be right about ForceUser's players not wanting to play in the sort of game that he wants to run. Personally, though, I don't think that DMs are obligated to alter their playing style. The DM sets the table, and if you want to eat, you eat what he's serving. If you don't want to eat, make room at the table for someone else.
The game has to be fun on both sides of the DM's screen. Everyone involved is obligated to make it fun, not just the person who spent the most time and money setting it up.
Amen, brother. Games run both ways. As DM I run the game I want to run, but then I have players who know how I run and are cool with that. I’ve got one player who would rather have more powergaming I think, but that’s not how I DM. One day I may cater to him but not right now.
I really hate it when people throw out the comment that the game is run almost solely for the players. That’s rubbish. It is for the DM as well, and the DM has to be happy with the game he is running. I’m obviously in the minority here, in that it’s my game to decide how things work and the game level is how I set it.
d4 said:
note that one could just as easily say that if this is the third TPK, the GM should have learned by now the players' style and adjusted accordingly.
of course, the best situation is for the GM and players to both compromise and come up with something mutually enjoyable.
Raven Crowking said:
I don't know if you DM, d4, but from my point of view, the DM invests a lot more time, energy, and money in the game than any given player, or all of the players as a group. Not only that, but if one or two players aren't having fun, there is still a game. If the DM isn't having fun, there is no game.
I would say, the DM sets the table. If no one wants to eat, then he shouldn't DM. But, given that anyone wants to eat from that table, they need to take into account what table they are eating from.
A game is a mix of compromises, but when push comes to shove, players should change to fit the DM’s play style. The DM puts far more effort into the game than players do, and really it is the DM who decides what happens with the game/campaign. The players do not always come first.
silentspace said:
I don't really see how/why everyone keeps calling this player tactics, when it seems to me to be an error/misunderstanding. For example:
Player: I sneak into the temple while the cultists are chanting and steal the relic.
Good DM: You can't do that, the light globes hanging from the ceiling fill the chamber with very good light. There are no areas of shadowy illumination in which to hide.
Bad DM: As all eyes turn towards you, you realize you made a terrible mistake. Eight cultists grapple you while another eight draw their rapiers and sneak attack you while grappled. You are dead.
When a player puts that forward as his action, then as far as I am concerned he is accepting the consequences of his actions. What you have posted for the
Good DM is what should be said if the player bothers to ask before hand. The
Bad DM option should lead to a fight not an instant death.
You are the eyes and ears and noses for your players. The mass of the onus is on you to tell them and show them whats happening, what their character ssee hear and know. if its painfully obvious to you as the Gm that 1/2 mile given what you know as Gm about the situation is too close, is too obvious, is certain death, then its on you to make sure the PCs (if they have someone with appropriate skills so that its obvious to them) knowledge is shared fairly with the players.
If the players don’t ask or don’t think about it, then it’s tough. They take their chances. Unless you’re running a game for complete newbies to D&D, you should not be offering that kind of advice. Players make the calls, and live with the outcome (or not in this case). If you just hand them this sort of thing you are taking away a good chunk of the game, and they aren’t learning, and not using common sense.