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How much control do DMs need?
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<blockquote data-quote="Lanefan" data-source="post: 9010159" data-attributes="member: 29398"><p>Meaning they should probably ask some more in-character questions rather than just wander over and check it out. "Dangerous" is more than enough forewarning IMO, and it's on the players/PCs to then determine what "dangerous" means in that context.</p><p></p><p>I wasn't around for the start of that game (I joined a bit after all this happened) but I think it was already well established that the game world was a dangerous place and would kill you dead if it got the chance. But even if not, or if the DM had played up the heroic adventure piece, I'd say it's still on the players/PCs to carry out at least a modicum of due diligence before wading in.</p><p></p><p>And note that those who chose to (or were able to) flee did survive....which IMO is wise on the part of the tower guards: let a few survivors run off to tell their stories and further enhance the dangerous reputation this place has.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9010159, member: 29398"] Meaning they should probably ask some more in-character questions rather than just wander over and check it out. "Dangerous" is more than enough forewarning IMO, and it's on the players/PCs to then determine what "dangerous" means in that context. I wasn't around for the start of that game (I joined a bit after all this happened) but I think it was already well established that the game world was a dangerous place and would kill you dead if it got the chance. But even if not, or if the DM had played up the heroic adventure piece, I'd say it's still on the players/PCs to carry out at least a modicum of due diligence before wading in. And note that those who chose to (or were able to) flee did survive....which IMO is wise on the part of the tower guards: let a few survivors run off to tell their stories and further enhance the dangerous reputation this place has. [/QUOTE]
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How much control do DMs need?
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