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Dealing with a trouble player and a major blow up
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<blockquote data-quote="iserith" data-source="post: 6639118" data-attributes="member: 97077"><p>Such an approach really isn't about "saying yes for the sake of saying yes." We say "Yes, and..." to accept someone's idea as valid and then add to it. This makes other people feel good that their ideas are being acknowledged, it moves the scene forward in a positive way, and doesn't take away from the DM's ability to challenge them.</p><p></p><p>Arguably, if the guards in your example aren't aware of plumbing because it doesn't exist in the campaign world, then that might be so of the player character. So rather than attach an uninteresting consequence to the action, you can just tell the player that plumbing isn't a thing in the campaign world and suggest he or she try another ruse. The challenge is getting past the guards and the approach is deception. I would work with the player to come up with a deception that fits the expectations of the setting and then we can decide what to do from there.</p><p></p><p></p><p></p><p>Then perhaps you can understand that there is a mismatch of expectations and that how you are responding to your players' ideas is creating tension and frustration for some of them. There is likely other baggage here as well, based on your other posts, that exacerbates the issue. You <em>can't</em> change other people. You <em>can</em> change yourself and your approach, if you so desire.</p><p></p><p>This still doesn't excuse the player's behavior, of course.</p></blockquote><p></p>
[QUOTE="iserith, post: 6639118, member: 97077"] Such an approach really isn't about "saying yes for the sake of saying yes." We say "Yes, and..." to accept someone's idea as valid and then add to it. This makes other people feel good that their ideas are being acknowledged, it moves the scene forward in a positive way, and doesn't take away from the DM's ability to challenge them. Arguably, if the guards in your example aren't aware of plumbing because it doesn't exist in the campaign world, then that might be so of the player character. So rather than attach an uninteresting consequence to the action, you can just tell the player that plumbing isn't a thing in the campaign world and suggest he or she try another ruse. The challenge is getting past the guards and the approach is deception. I would work with the player to come up with a deception that fits the expectations of the setting and then we can decide what to do from there. Then perhaps you can understand that there is a mismatch of expectations and that how you are responding to your players' ideas is creating tension and frustration for some of them. There is likely other baggage here as well, based on your other posts, that exacerbates the issue. You [I]can't[/I] change other people. You [I]can[/I] change yourself and your approach, if you so desire. This still doesn't excuse the player's behavior, of course. [/QUOTE]
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