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How much control do DMs need?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9010151" data-attributes="member: 6790260"><p>Insufficient data for meaningful answer.</p><p></p><p>Calling something just generically "dangerous" without anything more specific is one of the worst flags you can put out, because it can mean <em>anything.</em> Most places adventurers go are dangerous, and usually they'll hear about it in advance. Some are, "no, players, you REALLY SHOULD be very scared." Some are, "this would be scary to lesser folk, but you are heroes brave and true!" And some are, "this is a place that could be a threat, and an opportunity."</p><p></p><p>The players generally should scout around, but from the sound of it this was really early in the game. Hard to get a feel for what is warranted investigation when you've done all of one adventure (or the like.)</p><p></p><p>So, IMO, while serious consequences are warranted, I don't think the players would be out of line to say, "wait WHAT?" in response to a TPK either. But there are several things that could tweak that. Perhaps the DM said, right at the start, "There may be places you encounter that are much too powerful for you to face. It is on you to do research and reconnaissance, and make judgment calls about what risks you're willing to take, and there is always a chance you might be wrong...<em>dead</em> wrong." Then yeah, this is on the players. Conversely, if the DM never said anything of the sort (or worse, talked up fhr heroic adventure stuff), then I would be quite comfortable laying the blame almost entirely at their feet, not the players'.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9010151, member: 6790260"] Insufficient data for meaningful answer. Calling something just generically "dangerous" without anything more specific is one of the worst flags you can put out, because it can mean [I]anything.[/I] Most places adventurers go are dangerous, and usually they'll hear about it in advance. Some are, "no, players, you REALLY SHOULD be very scared." Some are, "this would be scary to lesser folk, but you are heroes brave and true!" And some are, "this is a place that could be a threat, and an opportunity." The players generally should scout around, but from the sound of it this was really early in the game. Hard to get a feel for what is warranted investigation when you've done all of one adventure (or the like.) So, IMO, while serious consequences are warranted, I don't think the players would be out of line to say, "wait WHAT?" in response to a TPK either. But there are several things that could tweak that. Perhaps the DM said, right at the start, "There may be places you encounter that are much too powerful for you to face. It is on you to do research and reconnaissance, and make judgment calls about what risks you're willing to take, and there is always a chance you might be wrong...[I]dead[/I] wrong." Then yeah, this is on the players. Conversely, if the DM never said anything of the sort (or worse, talked up fhr heroic adventure stuff), then I would be quite comfortable laying the blame almost entirely at their feet, not the players'. [/QUOTE]
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