Crazy Monkey
First Post
Where do you start to draw the line with a new group? I'm dm'ing a group of relatively inexperienced players, but all of whom have played at least once or twice before. Two of the (6) players are quite experienced and even dm their own games. They run very different kinds of games though, where no one EVER dies. I hate games like that, both as a pc, and to a lesser extent, as a DM. Its not nessecarily the death that makes it fun, but the risk of death.
Most of the pc's in my group are use to this fluffy world where the dm will always jump in and save them when they do something very very stupid. I have given this party many breaks so far (I said I would do as much) only because the games they are used also far below what a normal party should be facing. For example, one dm typically had encounters 1-3 CR below the groups level, and ends the adventure with a bbeg of equal CR to the groups average level. So the first adventure was sort of like a test drive. I told them our next adventure will be much harsher (and it is, after looking through it - The forge of fury).
Without going into to much detail, the group does not do many things that most people I haved played with consider common place. They do not listen at doors before going in, they have yet to try to talk their way out of a fight (even when prompted to). They do not heed obvious warnings.
How do I get them to start being more aware/ cautious without simply TPK'ing and then going "Well, if you would have"....
Most of the pc's in my group are use to this fluffy world where the dm will always jump in and save them when they do something very very stupid. I have given this party many breaks so far (I said I would do as much) only because the games they are used also far below what a normal party should be facing. For example, one dm typically had encounters 1-3 CR below the groups level, and ends the adventure with a bbeg of equal CR to the groups average level. So the first adventure was sort of like a test drive. I told them our next adventure will be much harsher (and it is, after looking through it - The forge of fury).
Without going into to much detail, the group does not do many things that most people I haved played with consider common place. They do not listen at doors before going in, they have yet to try to talk their way out of a fight (even when prompted to). They do not heed obvious warnings.
How do I get them to start being more aware/ cautious without simply TPK'ing and then going "Well, if you would have"....
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