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<blockquote data-quote="ThoughtBubble" data-source="post: 2119546" data-attributes="member: 9723"><p>Tipping over the trough is an issue because it's about meeting someone halfway. I mean sure, it's a trough. What are troughs for? Drinking. Sure, they get bumped, and sure, they tip over on occasion, and sometimes horses just aren't thirsty and don't drink. But to maliciously tip over a trough someone set up just wastes the effort that went into setting up the trough. And maybe it's just the last few 60 hour work weeks talking, but I don't really have time or patience for players who look to go tipping over that trough.</p><p></p><p>If there's a sign reading "today's adventure this way" and everyone decides to go the other way, then not much is going to happen. However, if the party really wants to go to the theif's hometown to help out the rebellion, then I'm cool with that, as long as I have some warning to prepare. Like, say, after they finish this session's worth of pressing stuff with the invading army of undead. </p><p></p><p>And finally, the party should be free to do what they want only as long as they don't abuse it. Just like the DM should be free to do what he wants only as long as he doesn't abuse it. </p><p></p><p>Maybe the atmosphere is different. Maybe it's a setup where you can joke the next day "Gotcha good, didn't I?" and plot revenge. And, if so, that's cool. Some of that goes on in my games too. There have been times where I've just stared and said "That was unexpected." and my players just giggle maniacally. </p><p></p><p>Of course, there are also the times when they're just staring at me, shock and horror on their faces as the hammer that's been set in motion swings down with a final ringing impact. </p><p></p><p>So, as a player, there are times I push my DM. Divination is an amazing specialty school to destroy plans, and a 6th level wizard has plenty of spells to radically change a situation. But I try to push in ways that don't hurt the game, and just get the DM pushing back. As a DM, I throw hooks, curves, and the occasional straight jab at my players, but I also make sure they have a time an a place to shine, and feel good about getting the best over their opponents. </p><p></p><p>In both cases, I'm careful to avoid pushing too hard though. I've been in five games that have packed up and walked because one side gets too pushy about keeping the game going in the direction that they think it should go in. </p><p></p><p>There are emotions, impulses and people on either side of the screen. And as long as everyone remembers that, and is cool with how things turn out, then there isn't any problems.</p><p></p><p>If the DM forgets, he's better off writing a book. If the player forgets, he's better off playing a video game. </p><p></p><p>It's the give and take interaction that I really love.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 2119546, member: 9723"] Tipping over the trough is an issue because it's about meeting someone halfway. I mean sure, it's a trough. What are troughs for? Drinking. Sure, they get bumped, and sure, they tip over on occasion, and sometimes horses just aren't thirsty and don't drink. But to maliciously tip over a trough someone set up just wastes the effort that went into setting up the trough. And maybe it's just the last few 60 hour work weeks talking, but I don't really have time or patience for players who look to go tipping over that trough. If there's a sign reading "today's adventure this way" and everyone decides to go the other way, then not much is going to happen. However, if the party really wants to go to the theif's hometown to help out the rebellion, then I'm cool with that, as long as I have some warning to prepare. Like, say, after they finish this session's worth of pressing stuff with the invading army of undead. And finally, the party should be free to do what they want only as long as they don't abuse it. Just like the DM should be free to do what he wants only as long as he doesn't abuse it. Maybe the atmosphere is different. Maybe it's a setup where you can joke the next day "Gotcha good, didn't I?" and plot revenge. And, if so, that's cool. Some of that goes on in my games too. There have been times where I've just stared and said "That was unexpected." and my players just giggle maniacally. Of course, there are also the times when they're just staring at me, shock and horror on their faces as the hammer that's been set in motion swings down with a final ringing impact. So, as a player, there are times I push my DM. Divination is an amazing specialty school to destroy plans, and a 6th level wizard has plenty of spells to radically change a situation. But I try to push in ways that don't hurt the game, and just get the DM pushing back. As a DM, I throw hooks, curves, and the occasional straight jab at my players, but I also make sure they have a time an a place to shine, and feel good about getting the best over their opponents. In both cases, I'm careful to avoid pushing too hard though. I've been in five games that have packed up and walked because one side gets too pushy about keeping the game going in the direction that they think it should go in. There are emotions, impulses and people on either side of the screen. And as long as everyone remembers that, and is cool with how things turn out, then there isn't any problems. If the DM forgets, he's better off writing a book. If the player forgets, he's better off playing a video game. It's the give and take interaction that I really love. [/QUOTE]
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