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DM Schticks That Grind Your Gears
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<blockquote data-quote="Montague68" data-source="post: 2911594" data-attributes="member: 41717"><p>When playing with a new DM, what sort of tricks/situations/DM techniques just make you grit your teeth? Here's a couple that get me:</p><p></p><p>1. The Railroad Adventure - Everyone's been involved with this one at one time or another. No matter what you do, the thingamabob will be stolen by whoseywhatsis with a whatchamacallit, and it will be the basis for the adventure - so let it be written, so let it be done. Deviating from the planned storyline is verboten, and any action that doesn't have anything to do with the planned adventure gets "you see nothing" or "nothing happens" responses. Veiled complaints from the players gets a "well there's Annoying NPC you can talk to...", and this continues until the players go along with the adventure out of sheer boredom, or revolt and start killing things or setting fires or other juvenile behavior a la KODT.</p><p></p><p>2. The Super-Competent Stealthy Omniscient NPC Who Must Constantly Harass The Party - This powerful foe has it in for the party for some unknown reason, and does what he can to make their lives miserable. He makes no mistakes, leaves no witnesses, and knows what the party is doing at all times so that he may strike at the worst... possible... moment. Interestingly enough however, he does not hate the PC's enough to outright kill them of course, he merely toys with them until such time as he can reveal himself to the PC's on his terms so that he and the party can engage in an Epic Battle (tm) in which said villain may or may not suffer a Mysterious Death (tm) in which his body is never found.</p><p></p><p>So what DM conventions really grind your gears?</p></blockquote><p></p>
[QUOTE="Montague68, post: 2911594, member: 41717"] When playing with a new DM, what sort of tricks/situations/DM techniques just make you grit your teeth? Here's a couple that get me: 1. The Railroad Adventure - Everyone's been involved with this one at one time or another. No matter what you do, the thingamabob will be stolen by whoseywhatsis with a whatchamacallit, and it will be the basis for the adventure - so let it be written, so let it be done. Deviating from the planned storyline is verboten, and any action that doesn't have anything to do with the planned adventure gets "you see nothing" or "nothing happens" responses. Veiled complaints from the players gets a "well there's Annoying NPC you can talk to...", and this continues until the players go along with the adventure out of sheer boredom, or revolt and start killing things or setting fires or other juvenile behavior a la KODT. 2. The Super-Competent Stealthy Omniscient NPC Who Must Constantly Harass The Party - This powerful foe has it in for the party for some unknown reason, and does what he can to make their lives miserable. He makes no mistakes, leaves no witnesses, and knows what the party is doing at all times so that he may strike at the worst... possible... moment. Interestingly enough however, he does not hate the PC's enough to outright kill them of course, he merely toys with them until such time as he can reveal himself to the PC's on his terms so that he and the party can engage in an Epic Battle (tm) in which said villain may or may not suffer a Mysterious Death (tm) in which his body is never found. So what DM conventions really grind your gears? [/QUOTE]
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