DM's What won't your players do?

My players are once-bitten, twice-shy. They won't return to any adventure (or for that matter, game if its a non-D&D game) where they had a hard time.

Edit:
Add: They won't let an NPC villain escape if it is within their power. They will chase a fleeing miscreant to the ends of the Earth.
 
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Herp - my commiserations, I've had similar bad GMs, and it's burned me re prisoner-interrogation likewise; I recently failed to interrogate a prisoner in StalkingBlue's game partly for the reason you gave - and SB is a great GM who would have handled it well, but I was still traumatised by all those fear-glands-removed NPC captives I remember from years gone by.
 

StalkingBlue said:
:p I might have if I'd thought that you thought she was the important one.

IC Zana didn't worry about it, OOC I guess I thought it was pretty likely she was important or else the orcs wouldn't have bothered threatening her - ie the orcs must have thought we cared about her, for some reason, indicating she had a Plot role. :]
 

Run!

My players refuse to run when they should.

My players refuse to see simple solutions when they arise, always making things more difficult than they should.

And after another one of us ran everyone through the old Night Below Boxed Set, my players refuse to go into the Underdark unless charged by a god themselves with a mission where the survival of the world hinges on them.
 

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