the Jester
Legend
By 'reward' I mean something more active than just "It's a dead-end." It doesn't have to be a good result, but there should be some sort of active element rather than just shutting them down entirely.
I guess my real issue is that if I was a player in that game, I would've felt peeved that I wasted a good deal of time for nothing. The suggestion of saying, "Ok, it's a dead-end, you're not going to get anywhere going that way, period," would solve my issues with the situation. With that, the players haven't been led down a road that went nowhere.
But that's not what happened. The DM allowed them to go up and everyone wasted time. It's hard enough to get people together for a game 'cause of life commitments and travel times and locations, etc. so I tend to value the time spent at the table.
So if the decision is made that they're going up and the DM doesn't shut it down right there and then, then I really feel the DM has an obligation to provide an interesting situation that everyone at the table can enjoy.
I couldn't disagree more. The dm, imho, absolutely should let the party waste all the time they want to waste. It's not the dm's place to decide what the pcs do.
If a group is heading for a dead end, I have no problem with letting them discover that. Am I going to fill every single place the party goes with a threat, hazard or trick? No. That's just silly. Why would the interior of a waste disposal pipe be trapped? How would the pcs know there is nothing up there?
I think I have to come down on the side of the dm on this one.