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Don't hate the playa, hate the game
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<blockquote data-quote="Quasqueton" data-source="post: 2173287" data-attributes="member: 3854"><p>I had my first taste of this many, many years ago (we were in our teens). I was a Player, and we were starting a new campaign with 3rd-level characters (AD&D1, FR).</p><p></p><p>We followed the directions on a "Adventurers Wanted" flyer, and showed up at the local lord's hall. There were two other groups there too. One group was obviously experienced. One group obviously novices. And then our group, not experienced, but not beginners either. The lord picked our group.</p><p></p><p>We went to hunt the bandits and were ambushed at our camp in the first night. We survived the ambush, but had to retreat back to town (it had been a very tough fight). We ended the game session in the town.</p><p></p><p>After the game all we Players were complaining about the poor plot design. Why did the lord just "happen" to pick us when there were better adventurers there? Lame. And then we ran into the bandits on our very first night looking for them? Lame. The plot was just landing in our laps.</p><p></p><p>And then, in frustration, the DM explained the plot. The bandits were working for the lord (more plot here I don't remember). But the lord had to *look like* he was trying to stop them. He didn't want the experienced adventurers because they might defeat his bandits and actually stop his plot. He couldn't pick the obviously novice adventurers because it would be apparent he wasn't really trying. So he picked us as a "compromise". Then his spies got word to the bandits that we were coming, and they set up the ambush to take us out first thing.</p><p></p><p>This was all supposed to be clues and warnings that all was not as it seems in the adventure. The junk we were complaining about as being silly plot was actually plot clues. Had we Players not been metagaming and complaining about the DM's lack of creativity, we could have had a pretty fun and creative campaign. As it was, though, because the DM told us everything, we ended the campaign right then.</p><p></p><p>So now I try to live by the idea to give the DM the benefit of the doubt. If something stupid happens in the game, don't assume the DM is stupid. And when I DM, I hope my Players give me the same benefit. And my Players seem to.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2173287, member: 3854"] I had my first taste of this many, many years ago (we were in our teens). I was a Player, and we were starting a new campaign with 3rd-level characters (AD&D1, FR). We followed the directions on a "Adventurers Wanted" flyer, and showed up at the local lord's hall. There were two other groups there too. One group was obviously experienced. One group obviously novices. And then our group, not experienced, but not beginners either. The lord picked our group. We went to hunt the bandits and were ambushed at our camp in the first night. We survived the ambush, but had to retreat back to town (it had been a very tough fight). We ended the game session in the town. After the game all we Players were complaining about the poor plot design. Why did the lord just "happen" to pick us when there were better adventurers there? Lame. And then we ran into the bandits on our very first night looking for them? Lame. The plot was just landing in our laps. And then, in frustration, the DM explained the plot. The bandits were working for the lord (more plot here I don't remember). But the lord had to *look like* he was trying to stop them. He didn't want the experienced adventurers because they might defeat his bandits and actually stop his plot. He couldn't pick the obviously novice adventurers because it would be apparent he wasn't really trying. So he picked us as a "compromise". Then his spies got word to the bandits that we were coming, and they set up the ambush to take us out first thing. This was all supposed to be clues and warnings that all was not as it seems in the adventure. The junk we were complaining about as being silly plot was actually plot clues. Had we Players not been metagaming and complaining about the DM's lack of creativity, we could have had a pretty fun and creative campaign. As it was, though, because the DM told us everything, we ended the campaign right then. So now I try to live by the idea to give the DM the benefit of the doubt. If something stupid happens in the game, don't assume the DM is stupid. And when I DM, I hope my Players give me the same benefit. And my Players seem to. Quasqueton [/QUOTE]
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