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Forked from the Quasit Thread - Some DMing Advice Learned from my Mistakes.
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<blockquote data-quote="iserith" data-source="post: 7138870" data-attributes="member: 97077"><p>So, here you telegraph to the players very plainly that they cannot enter unless they have business with the CHIEFTAIN. The players state they have no business with the chieftain and insist upon entering, attempting to intimidate the guards. To me, this means the chosen approach to their goal automatically fails - the guards do not let them pass, no roll. I mean, you JUST told them they can't enter unless they have business with the chieftain.</p><p></p><p>But somehow they manage to intimidate their way past anyway? How did that happen? Are you allowing players to choose to make ability checks? It seems to me if there was an issue with this scene, it started right there.</p><p></p><p>Your overall point about not blocking player ideas is a good one, however. As a player, I would not have seen you having the guards prevent our entry as blocking. You told the players what they needed to do up front (in so many words) and they didn't do it. The smart play would have been to lie to the guards about wanting to talk to the chieftain, then try to get access to the cult leader once past the guards.</p></blockquote><p></p>
[QUOTE="iserith, post: 7138870, member: 97077"] So, here you telegraph to the players very plainly that they cannot enter unless they have business with the CHIEFTAIN. The players state they have no business with the chieftain and insist upon entering, attempting to intimidate the guards. To me, this means the chosen approach to their goal automatically fails - the guards do not let them pass, no roll. I mean, you JUST told them they can't enter unless they have business with the chieftain. But somehow they manage to intimidate their way past anyway? How did that happen? Are you allowing players to choose to make ability checks? It seems to me if there was an issue with this scene, it started right there. Your overall point about not blocking player ideas is a good one, however. As a player, I would not have seen you having the guards prevent our entry as blocking. You told the players what they needed to do up front (in so many words) and they didn't do it. The smart play would have been to lie to the guards about wanting to talk to the chieftain, then try to get access to the cult leader once past the guards. [/QUOTE]
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Forked from the Quasit Thread - Some DMing Advice Learned from my Mistakes.
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