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Dealing with a trouble player and a major blow up
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6639095" data-attributes="member: 5143"><p>I admit that my DMing style is much more "realistic". I don't like saying yes for the sake of saying yes. If someone tries to convince the guards of a castle that they are a plumber and there is no such thing as plumbing in the world, the guards like likely going to arrest the person on the spot and hopefully ship them to an insane asylum for making up words and speaking in tongues. </p><p></p><p>I know many other DMs like to say yes to plans no matter how silly or unlikely they are simply to keep the game moving and to make their players happy. That's not me. Attack head on a castle with 100 soldiers and you are dead. Try to cast charm person on the leader of an army while the army watches and they'll open fire on the caster assuming he's doing something hostile. I know many other DMs subscribe to the "rule of cool" and will allow anything that sounds cool or looks awesome to succeed, sometimes without rolling. In my games you tend to die when trying outlandish ideas. </p><p></p><p>Though I don't say no to all ideas either. If someone comes up with a well thought up plan, I give it a reasonable chance to succeed.</p><p></p><p>Edit: to me it's that you get a benefit in the game equal to the intelligence you show outside the game. Putting a bucket on your head and pretending to be the ancient Vorlon God, Bouji is funny but no one watching is going to believe it for a second. Using an illusion spell to make you appear exactly like the God and mimicking spells using special effects has a real chance of success.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6639095, member: 5143"] I admit that my DMing style is much more "realistic". I don't like saying yes for the sake of saying yes. If someone tries to convince the guards of a castle that they are a plumber and there is no such thing as plumbing in the world, the guards like likely going to arrest the person on the spot and hopefully ship them to an insane asylum for making up words and speaking in tongues. I know many other DMs like to say yes to plans no matter how silly or unlikely they are simply to keep the game moving and to make their players happy. That's not me. Attack head on a castle with 100 soldiers and you are dead. Try to cast charm person on the leader of an army while the army watches and they'll open fire on the caster assuming he's doing something hostile. I know many other DMs subscribe to the "rule of cool" and will allow anything that sounds cool or looks awesome to succeed, sometimes without rolling. In my games you tend to die when trying outlandish ideas. Though I don't say no to all ideas either. If someone comes up with a well thought up plan, I give it a reasonable chance to succeed. Edit: to me it's that you get a benefit in the game equal to the intelligence you show outside the game. Putting a bucket on your head and pretending to be the ancient Vorlon God, Bouji is funny but no one watching is going to believe it for a second. Using an illusion spell to make you appear exactly like the God and mimicking spells using special effects has a real chance of success. [/QUOTE]
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