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How Do I Help Mentor a GM Making Rookie Mistakes?
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<blockquote data-quote="Retreater" data-source="post: 9716903" data-attributes="member: 42040"><p>Well, we finally had our next session after I made the original post. </p><p></p><p>We did not interact with any new house rules that session.</p><p></p><p>There were other issues that I had, but I didn't complain. Just tried my best to be supportive.</p><p>1) Having players roll for <em>everything. </em>("I know you have an ability to find your way around a town and you need to find addresses to deliver letters that is your character's side hustle to try to make a few extra silver coins now that we've reached town. But you need to roll several Perception checks to do that.") [Unnecessary die rolling.]</p><p>2) I cast Detect Magic to try to find out if there were traps on the front door. I found traps. We had no way of disabling the trap, so we climbed to the 2nd floor and went through a window. ("But you all missed all the fun encounters and story things I put on the 1st floor so the 2nd floor encounters didn't explain my story.") [Don't gate off story and fun encounters. If there hadn't been a trap on the door, we would've followed the path she wanted.]</p><p>3) The town's zealot religious leader is burning a woman at the stake for heresy (saying that the religious leader is a zealot). We're being strongarmed into siding with the religious leader. Every player at the table wants to save the innocent woman. ("Your characters wouldn't think this way. The culture is very religious and all of you are religious. You would be okay with this execution.") [Every player at the table was disturbed by this. And we had no Session 0 to talk about religious and cultural persecutions being not okay.]</p></blockquote><p></p>
[QUOTE="Retreater, post: 9716903, member: 42040"] Well, we finally had our next session after I made the original post. We did not interact with any new house rules that session. There were other issues that I had, but I didn't complain. Just tried my best to be supportive. 1) Having players roll for [I]everything. [/I]("I know you have an ability to find your way around a town and you need to find addresses to deliver letters that is your character's side hustle to try to make a few extra silver coins now that we've reached town. But you need to roll several Perception checks to do that.") [Unnecessary die rolling.] 2) I cast Detect Magic to try to find out if there were traps on the front door. I found traps. We had no way of disabling the trap, so we climbed to the 2nd floor and went through a window. ("But you all missed all the fun encounters and story things I put on the 1st floor so the 2nd floor encounters didn't explain my story.") [Don't gate off story and fun encounters. If there hadn't been a trap on the door, we would've followed the path she wanted.] 3) The town's zealot religious leader is burning a woman at the stake for heresy (saying that the religious leader is a zealot). We're being strongarmed into siding with the religious leader. Every player at the table wants to save the innocent woman. ("Your characters wouldn't think this way. The culture is very religious and all of you are religious. You would be okay with this execution.") [Every player at the table was disturbed by this. And we had no Session 0 to talk about religious and cultural persecutions being not okay.] [/QUOTE]
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