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How do you determine a "Real Bad Dungeon Master"
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<blockquote data-quote="Hussar" data-source="post: 2339569" data-attributes="member: 22779"><p>How is spending three game sessions derailing someone's game? If the DM had a problem with it, shouldn't the DM step up and pull the player aside BEFORE the player wastes all that time coming up with something? The DM let the player jump through all the hoops and just before he got the brass ring, she pulled the rug out (to mix a metaphor).</p><p></p><p>To be perfectly honest, I couldn't care less about a DM's story. I don't expect players to instantly care about mine as well. If I can't come up with decent ways to make the players care about my plotlines, why should I expect them to follow them. Instead of the players going, "Ooo ooo, look, a plot hook, guess we're off on an adventure!" I'd much rather scatter a number of hooks in front of them and see which one they take. </p><p></p><p>So what if the prince is missing? Unless my character has some sort of tangible hooks to the nobility, what reason is there that I should care? You say that it is a two way street, yet when the DM comes down from on high and lays down the hook, the players better line up and follow, or they are "derailing" the game. Guess what? If your game can be derailed, then you're railroading.</p><p></p><p>If this had been a quick choice - the rogue player suddenly decides to do this and jumps in the next night, then I'd probably agree with you. The fact that the player took several weeks to enact his plan means that this isn't a "absurd random choices based on greed". The player gift wrapped a huge juicy plotline for the DM. Did all the work. And the DM took a big old dump right in the middle of it. To me, that's about as bad a DM as you can get. </p><p></p><p>I, for one, certainly don't expect my players to meekly toe the line when I decide that tonight's game is going to be about Wizzie Steve and his Amazing Exploding Rodents. When your players say that they want to do something, LISTEN TO THEM! If your players are that engaged in the campaign setting that they actually proactively want to do something, go for it. You have most of the work done for you already. You don't need to create a bunch of new NPC's, because the party wants to interact with ones they know. You don't have to create new maps because the party wants to do something in a known place. You don't even have to work out much of the plot, since your players have already done most of the work for you.</p><p></p><p>What more could a DM ask for?</p></blockquote><p></p>
[QUOTE="Hussar, post: 2339569, member: 22779"] How is spending three game sessions derailing someone's game? If the DM had a problem with it, shouldn't the DM step up and pull the player aside BEFORE the player wastes all that time coming up with something? The DM let the player jump through all the hoops and just before he got the brass ring, she pulled the rug out (to mix a metaphor). To be perfectly honest, I couldn't care less about a DM's story. I don't expect players to instantly care about mine as well. If I can't come up with decent ways to make the players care about my plotlines, why should I expect them to follow them. Instead of the players going, "Ooo ooo, look, a plot hook, guess we're off on an adventure!" I'd much rather scatter a number of hooks in front of them and see which one they take. So what if the prince is missing? Unless my character has some sort of tangible hooks to the nobility, what reason is there that I should care? You say that it is a two way street, yet when the DM comes down from on high and lays down the hook, the players better line up and follow, or they are "derailing" the game. Guess what? If your game can be derailed, then you're railroading. If this had been a quick choice - the rogue player suddenly decides to do this and jumps in the next night, then I'd probably agree with you. The fact that the player took several weeks to enact his plan means that this isn't a "absurd random choices based on greed". The player gift wrapped a huge juicy plotline for the DM. Did all the work. And the DM took a big old dump right in the middle of it. To me, that's about as bad a DM as you can get. I, for one, certainly don't expect my players to meekly toe the line when I decide that tonight's game is going to be about Wizzie Steve and his Amazing Exploding Rodents. When your players say that they want to do something, LISTEN TO THEM! If your players are that engaged in the campaign setting that they actually proactively want to do something, go for it. You have most of the work done for you already. You don't need to create a bunch of new NPC's, because the party wants to interact with ones they know. You don't have to create new maps because the party wants to do something in a known place. You don't even have to work out much of the plot, since your players have already done most of the work for you. What more could a DM ask for? [/QUOTE]
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