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General Tabletop Discussion
*TTRPGs General
How do you determine a "Real Bad Dungeon Master"
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<blockquote data-quote="rushlight" data-source="post: 2339475" data-attributes="member: 3801"><p>Well, we still don't have all the information. If, just prior to the player beginning to hatch his plan, the DM had said something like "Okay, you've just discovered the Prince missing, and you know that Evil Stevie the Wizard is involved and planning something dastardly! What will you do?" Then the player resonds with, "Well, I think I'll spend the next week planning to rob the jeweler!" Don't you think that's a problem? </p><p> </p><p>In otherwords, we don't know what the current storyline was. There's a fine line between trying to tell a good story and railroading. Just like for the players there's a fine line between being part of the story and just driving off in random directions just for giggles. Granted, the players shouldn't be bound to jump through the DM's hoops. But they should at least try to be part of the story he's telling. And if that story doesn't involve weeks spent planning a heist, then that player is out of line. If the DM agrees to working the heist into his plot, then everything is groovy. It all comes down to respect. The DM needs to respect the players - like by building adventures that fit their playstyle and preferences. The players need to respect their DM - like by trying not to make the DM's hours of work wasted by making absurd random choices based on greed (or whatever). It's a two-way street. </p><p> </p><p>Were I the player, and I wanted to pull off the heist, I'd ask the DM first if he could fit the heist into his story. If he agrees, then I'm off to plan. If he indicates that it would hold up the game (especially if the other players weren't involved in one player's side adventure) then I'd not derail his game.</p></blockquote><p></p>
[QUOTE="rushlight, post: 2339475, member: 3801"] Well, we still don't have all the information. If, just prior to the player beginning to hatch his plan, the DM had said something like "Okay, you've just discovered the Prince missing, and you know that Evil Stevie the Wizard is involved and planning something dastardly! What will you do?" Then the player resonds with, "Well, I think I'll spend the next week planning to rob the jeweler!" Don't you think that's a problem? In otherwords, we don't know what the current storyline was. There's a fine line between trying to tell a good story and railroading. Just like for the players there's a fine line between being part of the story and just driving off in random directions just for giggles. Granted, the players shouldn't be bound to jump through the DM's hoops. But they should at least try to be part of the story he's telling. And if that story doesn't involve weeks spent planning a heist, then that player is out of line. If the DM agrees to working the heist into his plot, then everything is groovy. It all comes down to respect. The DM needs to respect the players - like by building adventures that fit their playstyle and preferences. The players need to respect their DM - like by trying not to make the DM's hours of work wasted by making absurd random choices based on greed (or whatever). It's a two-way street. Were I the player, and I wanted to pull off the heist, I'd ask the DM first if he could fit the heist into his story. If he agrees, then I'm off to plan. If he indicates that it would hold up the game (especially if the other players weren't involved in one player's side adventure) then I'd not derail his game. [/QUOTE]
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How do you determine a "Real Bad Dungeon Master"
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