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ForceUser said:
swrushing, I think your vitriol is off-base, and I think your frustration that other opinions differ from yours has made you downright insulting. Take a breather, would you?
thanks for ther analysis. are you a professional shrink or just an amateur?
ForceUser said:
Hopefully, my players will also ask more questions about what's going on around them and think about the consequences of their actions. We need to meet somewhere in the middle.
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.
IMX, almost everytime my players did something AS A GROUP that i looked at and went "but thats stupid" it wasn't because my players were just a bunch of morons but because there was something i had not told them that they should have known. It wasn't "them being stupid" it was me basing my reasoning on facts they did not know about the scene.
individuals will sometimes do incredibly stupid things. Anyone can have a brain fart at anytime. But a group of reasonable players rarely all have brain farts simultaneously.
the entire tone and tenor of your original post paints yourself in the victim role hamsstrung by principles and the players as dolts. As Gm blaming the players for egregious failure is more akin to asking what the rape victim was wearing in spirit though certainly not in severity.
you had options to stay within your "narrative truth" and dish out consequences without making the int 6 ogres flawless in their execution and tactics. There is NOTHING forcing you to have them not only come up with a great plan but to then execute it without hitch. if average int 10 soldiers always did the good tactics, executed them flawlessly, and had conditions of terrain and weather always work in their favor, leaders of armies and sqwuads worldwide would be singing their praises.
ForceUser said:
Funny, in over ten years of pre-3E gaming I never had a single TPK. Since switching to 3E, I've had two, and more near-wipeouts than I can immediately recall.
This should be a clue. The first thing it should make you wonder is "is my understanding and execution of balance in this new system up to snuff?"
the second thing might be " are my scenarios providing too advantageous situations for the adversaries?"
the third might be "am i not playing up the adversary weaknesses enough?"
the last thing you ever wonder about ought to be "are my players all suddenyl going stupid on me?"
ForceUser said:
It's true that my gamemastering style has changed since 3E to become more tactically focused.
an incredibly important rule i learned long long ago is "me bign tactically minded" should NOT equate to "all my npcs being so as well". ogres are stupid and thats part of their threat rating. ogres are loud and nosiy and that is too. ogres suck at range and that is as well.
your DELIBERATE CHOICE to have the circumstances (weather, terrain), the tactics and the execution all favor the ogres with no mitigating element whatsoever was what raised this to a tpk.
again, one serious thing to look at... if a party with skills like the ogres hatched this ambush as the master plan for assaulting some bad guys who had a sentry posted... would you have had everything work as smoothly and flawlessly for them?
ForceUser said:
At times, I have allowed the grid to overshadow the storytelling. But it's also true that D&D has just gotten deadlier than in previous editions.
I cannot say that i agree, but than i skipped second entirely. IMX DND 3 is less deadly than AD&D but, again, that could be to experience differences as well.
ForceUser said:
With this particular group, I think less is more when it comes to combat.
or, after three tpks, the wording might ought to be "with this GM, less combat is more"? Again, as the eyes and ears and sole funnel through which they get the info on which they base their decisions, as the sole creator of their adversaries, as the man in charge totally of most of the "other stuff" that can produce serious impacts on events... its really a bad idea to focus on the players as the source of the bad events. IMX most of the weight lies on the Gm.
I do recall one time where i said, as Gm when something went wrong, categorically "not my fault."
The gang runs into a room with bad guys and the monk uses his boots of spider whatsit to run along the walls anf get to one particular bad guy and whack him and hurts him. I describe it as "noticeable but not serious damage"
The bad guy on his turn full attacks the monk and does damage.
Monk player says out loud "man, he did not even roll well and he did more than half my total hit points in one round."
Now, for everyone in the room, apparently except him, "more than half" was a BIG RED WARNING SIGN which said "so don't let him do it again or you are dead."
on his next action, the monk player says outloud "guess i better swing." Even after one of the other player says "you could run, or swing and tumble away" he decided to go ahead and full attack.
with his position, none of the other character could get to his bad guy to hit it and give it "a better target" so the bad guy struck again and did similar damage and killed the monk.
afterwards the player said he had no idea why he did not run.
About every other time though, i start with mea culpa and look to where i erred.
the situation you described, even taking it as is, does not sound that bad.