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DM'ing is a skill, not an art.
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<blockquote data-quote="gizmo33" data-source="post: 4690357" data-attributes="member: 30001"><p><strong>Art is a skill, not an art.</strong></p><p></p><p>I don't think the DM should have been so judgemental about the players' decision. Let them play the game, tell them what happens, and stick to your business which is running the game. IMO it's pointless and disrespectful to be expressing opinions when you're the one holding all of the information. You put the tube there in the first place, let the players explore it, tell them they find nothing, let them try to get by the barriers (I wasn't clear from your post that the negotiation of this obstacle was handled fairly) and if they fail they have to back-track. On with the game, no reason to criticize the players or complain about what happened. </p><p> </p><p>On the flip side, there's no reason that the DM has to guarrantee an exciting outcome to every decision the players make. That makes the process of making the decision less meaningful. If I can sit home, open a jar of peanut butter, and be guarranteed that something cool happens then why would I want to pay attention to anything anyway or go adventuring? IMO it's the essence of exploring something that sometimes you *don't* find something interesting, which makes it more meaningful when you do, and NEVER a waste of time (since you didn't know the outcome). That's like saying it's a waste of time to try something after you've already tried and failed. Getting past that notion is typically considered a part of maturity.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 4690357, member: 30001"] [b]Art is a skill, not an art.[/b] I don't think the DM should have been so judgemental about the players' decision. Let them play the game, tell them what happens, and stick to your business which is running the game. IMO it's pointless and disrespectful to be expressing opinions when you're the one holding all of the information. You put the tube there in the first place, let the players explore it, tell them they find nothing, let them try to get by the barriers (I wasn't clear from your post that the negotiation of this obstacle was handled fairly) and if they fail they have to back-track. On with the game, no reason to criticize the players or complain about what happened. On the flip side, there's no reason that the DM has to guarrantee an exciting outcome to every decision the players make. That makes the process of making the decision less meaningful. If I can sit home, open a jar of peanut butter, and be guarranteed that something cool happens then why would I want to pay attention to anything anyway or go adventuring? IMO it's the essence of exploring something that sometimes you *don't* find something interesting, which makes it more meaningful when you do, and NEVER a waste of time (since you didn't know the outcome). That's like saying it's a waste of time to try something after you've already tried and failed. Getting past that notion is typically considered a part of maturity. [/QUOTE]
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