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How do you determine a "Real Bad Dungeon Master"
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<blockquote data-quote="Hussar" data-source="post: 2333433" data-attributes="member: 22779"><p>I'm not sure I understand this. The player is playing a thief and wants to rob something... and that's a bad decision? Umm, isn't robbing someone pretty much exactly what a thief should be doing? Isn't the sign of a good DM being able to roll with the punches the players throw at you and sort out the problems? Sure, we would have had a fair bit of cash all at once. However, there are a number of things that could be done to sort the problem:</p><p></p><p>1. The gems and jewelry are hot, how do we dispose of them?</p><p>2. If we do dispose of them, a fence is likely only going to give us about 10% of value - that solves the money problem right there.</p><p>3. We could get caught.</p><p>4. The jewel merchant could reappear sometime later with the group of mooks he's hired to get his gems back.</p><p></p><p>And that's just off the top of my head. I'm sure that people could come up with even better ideas than that. </p><p></p><p>Me, I'd be doing backflips if my players ever took this much initiative in my campaign. I'd absolutely love it. I've seen far too many players passively sit back and wait for the next hook to be dangled in front of their rubbery fish lips. To squash a player's plans like that is just so incredibly insulting. That the player A) cared enough about the game to actually try something on his own and B) was interested enough to invest a great deal of time and effort into his actions shows how seriously this player took the game. To have his plans piddled all over because the DM couldn't adapt her rock solid plotline to incorporate this is just sad. And, really, how can I blame other players for a lack of initiative when there are DM's out there who will take a huge dump in the middle of their plans whenever they stray from the script?</p></blockquote><p></p>
[QUOTE="Hussar, post: 2333433, member: 22779"] I'm not sure I understand this. The player is playing a thief and wants to rob something... and that's a bad decision? Umm, isn't robbing someone pretty much exactly what a thief should be doing? Isn't the sign of a good DM being able to roll with the punches the players throw at you and sort out the problems? Sure, we would have had a fair bit of cash all at once. However, there are a number of things that could be done to sort the problem: 1. The gems and jewelry are hot, how do we dispose of them? 2. If we do dispose of them, a fence is likely only going to give us about 10% of value - that solves the money problem right there. 3. We could get caught. 4. The jewel merchant could reappear sometime later with the group of mooks he's hired to get his gems back. And that's just off the top of my head. I'm sure that people could come up with even better ideas than that. Me, I'd be doing backflips if my players ever took this much initiative in my campaign. I'd absolutely love it. I've seen far too many players passively sit back and wait for the next hook to be dangled in front of their rubbery fish lips. To squash a player's plans like that is just so incredibly insulting. That the player A) cared enough about the game to actually try something on his own and B) was interested enough to invest a great deal of time and effort into his actions shows how seriously this player took the game. To have his plans piddled all over because the DM couldn't adapt her rock solid plotline to incorporate this is just sad. And, really, how can I blame other players for a lack of initiative when there are DM's out there who will take a huge dump in the middle of their plans whenever they stray from the script? [/QUOTE]
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