fusangite said:
A question to Tsyr and others: assuming that you were stuck with running the combat I designed (though I grant that most of your quarrel is with design rather than execution), what would you have done differently? Would you have waived the armour donning rules? Would you have refused to let the duke come to aid the characters?
I'm also surprised that no one has ever expressed displeasure to you about your inconsistent application of the rules. Have you ever had players become concerned about the shifting goal posts in your campaigns and their inability to anticipate which rules will be in effect?
Probably pretty much like MMU1. I've certainly had to think on my feet before.
My rules aren't (exactly) inconsistent. First, I've put in a number of house rules, to fix things I think the existing rules handle poorly (The speed of which the Duke was summoned has pointed out some other things I'm going to look into potentialy house-ruling, after I talk with my players).
Second, don't assume I'm a suger-and-sunshine DM or anything. Far from it. I run the type of games my players want me to run. If they wanted a game that constantly kept them on their toes, putting them in unfavorable situations, that is what they would get. Remember what I said earlier: It's about having fun. If that's how they have fun, fine. That's what they will get. If they aren't enjoying it, I'll try to make is so they *do* enjoy it. The game is all about having fun.
And third, and most relevent... If I were to fudge something (IE, having the vampires take a little longer than I originaly planned to do something), my players trust me enough to know that whatever I change is in the interests of having more fun, never to screw with them. I've worked hard to get that type of trust, and I'm not about to throw it away.
fusangite said:
And just to clarify: my purpose in designing this combat was to create a climactic episode that really pushed the characters to the limit of their abilities. For me, this is what a climactic episode is about: one in which there is real dramatic tension and the players feel a sense of engagement and excitement. In last season's finale episode, the characters were pushed to their limits and loved it; they felt that the fight had been so close that it was their tactical acumen that made the difference between victory and defeat, instead of feeling like people voicing a scripted cartoon with an inevitable outcome.
Well, I think that's considerably different than the "He is clearly trying to teach his players a lesson" voice...
Fus, keep in mind. I have no objection to how you run the game; whatever is fun, go for it. My only concern is it seems that at least one, and possibly two others, did not have fun that session. If it wasn't for that, I would be all for what you did (Even if I do raise an eyebrow at your time table), because you and your group had fun.