Being DM is not a license to cheat or lie.
IMO, the best DMs are those that cheat and lie.
Being DM is not a license to cheat or lie.
IMO, the best DMs are those that cheat and lie.
I'm intrigued. Could you expand on this for me please?
In my legitimate D&D games, I've lied and cheated many times.
For example, I don't like having too many TPKs. If the players are being slaughtered a lot more quickly than I anticipated, sometimes I'll let the weaker monsters in the encounter die more easily. But nevertheless, the tougher boss I'll leave intact. By then, the players will know whether they should retreat or continue on fighting the boss with each player having less than 4 hit points each.
One glaring example is the players stupidly going straight to a dragon's lair as their first plan of action. (I originally planned for something like this as a level 8 or 9 encounter at minimum). For the players going directly to the dragon's lair, I didn't even bother doing the encounter. I just told the players that the dragon is away and not home, when they arrived and checked out the lair. They found nothing of value in the lair to loot.
Have you considered introducing some sort of action point mechanic or other rule that you could legitimately follow which favours the kind of results you're after?
PCs escape a TPK, without making it impossible to for anyone to die.
(This also applied to save or die spells, which I found improved gameplay in general).
But as a player I would absolutely hate this. If I'm shielded from my mistakes then that means my victories weren't really my own either. Perhaps it's just a sign that I lean towards the gamist end of the spectrum, but I do like to play D&D for the challenge. Part of that is the chance to lose, which makes any victory all the sweeter.
Have you considered introducing some sort of action point mechanic or other rule that you could legitimately follow which favours the kind of results you're after?
For a while I used a house rule where someone, PC or NPC, running for their lives gained a +2 circumstance bonus to any check used to save their lives, (including AC) to represent desperation. It may sound rather small but it's usually enough to swing the balance just enough to let the PCs escape a TPK, without making it impossible to for anyone to die.
(This also applied to save or die spells, which I found improved gameplay in general).