You certainly should.You see, with D&D, I kinda expect that sort of thing.![]()
You certainly should.You see, with D&D, I kinda expect that sort of thing.![]()
Unless of course the mime is actually a mute who can perceive the horrors coming, and tries to inform everyone of the movements of the eldrich horrors and their ways. That invisible wind? It is the presence of the otherworldly. The box that he is trapped inside? The grip of terror, expressed through his motions. But no one takes his warnings seriously.Point taken.However, if everyone else is looking to be scared, and the mime is looking to break that mood... well, it's a disconnect.
Correct, the players don't owe you anything if they zig when you planned for a zag.
However, it still creates frustration. You shouldn't take it out on your players, yes, but what is the proper channel or method of airing this frustration?
To put it another way, if the comedian works hard on a joke and no one laughs, it still hurts his feelings. So how should he deal with that? "Just be funnier" helps for the future, but not his current emotional state.
I'd say there are a number of posters who consistently advise that, myself included. The "say yes" set or people like shilsen and I who advocate for what we call "high-trust environments" (which basically means we say 'yes' a lot when DM'ing).On ENWorld, my impression is that there is generalized agreement that GMs need to cede more authority to players.
I think you're "reading in" here. From my perspective this has nothing to do with placing value judgments on anyone's contributions --again, that would be silly and unproductive.The general undercurrent is that player contributions to a narrative are somehow purer and more worthy than GM contributions.
Correct, the players don't owe you anything if they zig when you planned for a zag.
However, it still creates frustration. You shouldn't take it out on your players, yes, but what is the proper channel or method of airing this frustration?
We're suggesting that a DM shouldn't start from a position of complete ownership over the campaigns they run.
Fascinating. My players want to adventure and "play out their character's issues and goals" because I spend time on my "delicately crafted campaign setting".The players should have an equal say in the nature, tone, and events in the game. I don't, and the people I play with don't show up for a game to have a DM show off his delicately crafted campaign setting. No one cares. They want to adventure, play out their character's issues and goals, and have some fun.
Fascinating. My players want to adventure and "play out their character's issues and goals" because I spend time on my "delicately crafted campaign setting".
I'm glad my players respect the time I put into the game to improve their fun, and also respect how I get my fun.
I feel sorry and hold only pity for those who don't. *shrug*
The problem I have with that is that my players are just so unhelpful in finding out what they want to eat. They aren't helpful, they just say 'yeah that's fun', and when I ask 'so what do you want', they just want to 'ride out the adventure'. It's really hard to prepare a meal for someone when you don't know what they like.maddman75: I'm with you.
DMing, for me, is like being a cook. If you want to be a good cook, you need to derive pleasure from your patrons enjoying your work. You can't sit back, make gourmet food, and whine because your customers just wanted a burger and fries. It doesn't matter how great the food might have been in some objective sense. A cook who serves food with fancy french names to a dude who just wanted a burger is a cook who is a failure.