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<blockquote data-quote="Uchawi" data-source="post: 6753340" data-attributes="member: 6775000"><p>I think the scenario goes beyond just describing one day's encounters that are planned. If you build a world that has severe consequences for missteps and you provide little prompting as a DM on how the players/characters may circumvent certain challenges, then they will be paranoid and things will crawl. That is the case whether they are experienced or not. If you want the players to experience certain set pieces you have created, then ease up on everything that leads up to it so they can get there even if they don't follow the path you expected. Your other choice is to create set pieces that are flexible, where you may place them in various locations. That is pretty easy for a large city or even outdoor environment, but even a dungeon can be flexible.</p><p></p><p>But the biggest mistake you can make as a DM is trying to provide a player experience you would want if you were on the other side of the screen. What you expect as a player is totally different then running a game as a DM. This scenario happens a lot if you rotate the DM chair. If you don't like how the other DM runs the game, then you try to bring out the qualities you want when it is your turn. However, you can't rely on the players acting in accordance to how you would react as a player.</p></blockquote><p></p>
[QUOTE="Uchawi, post: 6753340, member: 6775000"] I think the scenario goes beyond just describing one day's encounters that are planned. If you build a world that has severe consequences for missteps and you provide little prompting as a DM on how the players/characters may circumvent certain challenges, then they will be paranoid and things will crawl. That is the case whether they are experienced or not. If you want the players to experience certain set pieces you have created, then ease up on everything that leads up to it so they can get there even if they don't follow the path you expected. Your other choice is to create set pieces that are flexible, where you may place them in various locations. That is pretty easy for a large city or even outdoor environment, but even a dungeon can be flexible. But the biggest mistake you can make as a DM is trying to provide a player experience you would want if you were on the other side of the screen. What you expect as a player is totally different then running a game as a DM. This scenario happens a lot if you rotate the DM chair. If you don't like how the other DM runs the game, then you try to bring out the qualities you want when it is your turn. However, you can't rely on the players acting in accordance to how you would react as a player. [/QUOTE]
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