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Do you warn your PCs before they do something stupid?

Grand_Director said:
It has nothing to do with PC. It has everything to do with being impartial running a game. I have no problem hanging out afterward and telling my players what I think they did that was stupid. But when we are playing the game it is up to the players to run their characters without my intrusions.

That's what the DM did who ran the game with that errant paladin in it. His suggestions came post-game; most of the main ranting done after that player had left.
 

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Depends. When I as much as suspect that the foolish action is based on a miscommunication (i.e., the player understands the situation different from what I meant), I'll make sure to clarify so we're all on the same page. It's not useful to accidentally confuse players by unclear phrasing of things that are not unclear to the PCs.

Otherwise, I'll ask if they're sure. Unless the character in question has a terrible Int or Wis score (whichever is appropriate) or similar deficiency, maybe.
 

Grand_Director said:
It has nothing to do with PC. It has everything to do with being impartial running a game. I have no problem hanging out afterward and telling my players what I think they did that was stupid. But when we are playing the game it is up to the players to run their characters without my intrusions.

Perhaps.

The prime example I keep thinking of from my past is a player who insisted on casting Invisibility in the middle of a 'packed shoulder-to-shoulder' crowd. Despite the fact that he was in something of hostile territory and being watched, he insisted on believing that no one in the crowd would notice him cast his spell (ahem) or notice this invisible guy attempting to force his way through the crowd (double ahem).

This was very clearly a bad idea.

Darth K'Trava said:
That's what the DM did who ran the game with that errant paladin in it. His suggestions came post-game; most of the main ranting done after that player had left.

Which is passive-aggressive behavior on the part of the GM.
 

dreaded_beast said:
So, for you in similar situations, do you give warnings or just let PCs do what they want and roll with the punches?

I always give warnings. Usually after my mouth has dropped open to the floor and my eyes have popped out of my head, but I always give warnings. It usually doesn't help.

The pummelling that the player receives from the other players after he ignores my warnings usually does though, at least for the rest of the night...
 

I warn them, and sometimes they listen.

In some ways, I'm fortunate that after 1.5 years of gaming together, they're comfortable enough to argue with me.

But when it was new, they were a lot less likely to run headlong at death, assuming I'll flinch.

I never flinch. They frequently reap the consequences of their actions.
 

You know, I used to. Nowadays, though, I guess I've just resigned myself to the fact that they'll do stupid things anyway, so I might as well just watch and see what kind of crazy things they do. I think since I stopped hinting at them they've become less likely to do stupid things, at least those insane self destructive ones. Except recently when they let themselves be surrounded by the orcs, goblins, and ogre who "just wanted to talk..."
 

If the player's very green, I'll warn them fairly often (if need be). If they're only a bit green, I'll warn them only a bit.

For players who not only should know better, but in fact do know better, it's tough luck all the way.
 

I generally go for the "are you sure?" line myself. That's a red flag to smart players to rethink what they're doing with the characters. For those who play rather foolishly, their characters get toasted.
 

I usually just give them a raised eyebrow when they announce that they are doing something stupid. If they don't catch that, then the game proceeds apace. Sometimes, they luck out and come out smelling like roses, and they think it's all because they did something smart.

Most times, though, they suffer the consequences. For example, in the last campaign, the group is investigating some disappearances in a small town. One character out and out accuses the local cleric of the crime (he was right, and I don't know how he figured it out so quickly, but I didn't tell them right away). So, that night, the thief goes out on his own. And gets captured. The party receives a ransom note and goes to spring him. They get ambushed and the mage gets knocked out. They retreat. They leave the mage UNGUARDED at the inn and go spying. The mage gets kidnapped as well. There were several times I raised my eyebrows during that whole session, but not once did they stop and think about their actions. Luckily, they were able to rescue the party members, but had to replace all their lost gear and savings. And the bad guy got away and became the BBEG of the campaign. And, he escaped because they did something stupid again.

They did eventually learn. But it took about four more sessions full of silliness and near death experiences before they did learn. And I never spared their lives. They managed to save themselves with good die rolls or RP.
 


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