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<blockquote data-quote="the Jester" data-source="post: 4692090" data-attributes="member: 1210"><p>Nonsense right back atcha.</p><p></p><p>All the stuff in bold I disagree with. Dead leads are a perfectly reasonable use of the party's time, aren't necessarily boring and often result from the fact that they <em>have not yet figured out enough about the situation</em> to recognize that they're pursuing a dead lead. </p><p></p><p>Look, when pcs are investigating things, dead leads are a perfectly valid part of the experience. Otherwise, there's no investigation; they look at something, you tell them whether to bother and then they know. It's not the dm's job to decide what the pcs poke at and what they bypass, it's up to the pcs. A lot of players cry foul when the dm tells them what their character does- and rightfully so!- how is this any different? And if the party splits up, it's certainly not the dm's bad if each half of the group has to wait their turn. </p><p></p><p>It's the same principle as "the dm occasionally rolls random dice to make the pcs nervous." Which, actually, is not to make the players nervous per se, but is more so that they don't know what it means when you roll dice. </p><p></p><p>This is a playstyle difference, but it seems like some people are trying to make it a badwrongfun issue here. If my group likes spending half a game session wandering back and forth trying to decide which way to go at a crossroads, what's wrong with that? If your group doesn't, then don't do it, and if splitting up is the issue and it spoils your fun, don't split up.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4692090, member: 1210"] Nonsense right back atcha. All the stuff in bold I disagree with. Dead leads are a perfectly reasonable use of the party's time, aren't necessarily boring and often result from the fact that they [i]have not yet figured out enough about the situation[/i] to recognize that they're pursuing a dead lead. Look, when pcs are investigating things, dead leads are a perfectly valid part of the experience. Otherwise, there's no investigation; they look at something, you tell them whether to bother and then they know. It's not the dm's job to decide what the pcs poke at and what they bypass, it's up to the pcs. A lot of players cry foul when the dm tells them what their character does- and rightfully so!- how is this any different? And if the party splits up, it's certainly not the dm's bad if each half of the group has to wait their turn. It's the same principle as "the dm occasionally rolls random dice to make the pcs nervous." Which, actually, is not to make the players nervous per se, but is more so that they don't know what it means when you roll dice. This is a playstyle difference, but it seems like some people are trying to make it a badwrongfun issue here. If my group likes spending half a game session wandering back and forth trying to decide which way to go at a crossroads, what's wrong with that? If your group doesn't, then don't do it, and if splitting up is the issue and it spoils your fun, don't split up. [/QUOTE]
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