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is this GM bad or am i just a wuss?
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<blockquote data-quote="aboyd" data-source="post: 5646342" data-attributes="member: 44797"><p>My guess as to how I'd handle it.</p><p></p><p>GM: "You're manacled, and numbed. It's impossible to do anything."</p><p>ME: "OK, Mr. Game Master, what are our options here? Or if you don't wish to provide hints, can you at least clue me in as to what my character sees as possibilities?"</p><p>GM: "Did you miss where I said it's <em>impossible</em> to do anything?"</p><p>ME: "OK, great, so then I'd like to request that we fast-forward all the way to the point where we can affect the story. OK? Let's skip ahead."</p><p></p><p>If he won't skip, he's just boring us with self-indulgent monologue. Not interested. I'd excuse myself. If he will skip, well, fine, we move on. I don't mind inevitable stuff, I just want to get back to being interactive quickly. If he skips us ahead to "you're all dead," then thanks but I'm done gaming with you, Mr. Game Master.</p><p></p><p>The conversation could go another way. Like this:</p><p></p><p>GM: "You're manacled, and numbed. It's impossible to do anything."</p><p>ME: "What are our options here?"</p><p>GM: "Well, the manacles aren't sized right and are rusty, so it's possible that Escape Artist checks or pure Strength checks could have an affect. You also notice that one guard in particular is obviously thin and not eating well. Make of that what you wish."</p><p>ME: "Hmm. We could try to grab him while chained and tear him apart for keys, since he's so wimpy. However, I'd rather strike a deal. I'll try working on him, slowly, to convince him that we pay better and treat our employees better than the deal he has now. Maybe we can turn him, and escape with him."</p><p></p><p>It still might not work -- some of this is up to the dice and how many points my character has in conversational skills. But if the DM is offering info, at least it's something to go on. That's fun.</p><p></p><p>My point is, there may be ways to get something conclusively good or bad here. I'd take it upon myself to direct these interactions, rather than accepting whatever the DM says without input. I'd get involved, ask direct questions, and then make decisions. If the DM has bad answers, that's OK, I can leave. I'm not scared or bothered by doing that. So go for it, Epicbob. Take matters into your own hands, be assertive but friendly, and see if there is a good path for you in these games. If there isn't, kindly back out and find new games. Good luck.</p></blockquote><p></p>
[QUOTE="aboyd, post: 5646342, member: 44797"] My guess as to how I'd handle it. GM: "You're manacled, and numbed. It's impossible to do anything." ME: "OK, Mr. Game Master, what are our options here? Or if you don't wish to provide hints, can you at least clue me in as to what my character sees as possibilities?" GM: "Did you miss where I said it's [i]impossible[/i] to do anything?" ME: "OK, great, so then I'd like to request that we fast-forward all the way to the point where we can affect the story. OK? Let's skip ahead." If he won't skip, he's just boring us with self-indulgent monologue. Not interested. I'd excuse myself. If he will skip, well, fine, we move on. I don't mind inevitable stuff, I just want to get back to being interactive quickly. If he skips us ahead to "you're all dead," then thanks but I'm done gaming with you, Mr. Game Master. The conversation could go another way. Like this: GM: "You're manacled, and numbed. It's impossible to do anything." ME: "What are our options here?" GM: "Well, the manacles aren't sized right and are rusty, so it's possible that Escape Artist checks or pure Strength checks could have an affect. You also notice that one guard in particular is obviously thin and not eating well. Make of that what you wish." ME: "Hmm. We could try to grab him while chained and tear him apart for keys, since he's so wimpy. However, I'd rather strike a deal. I'll try working on him, slowly, to convince him that we pay better and treat our employees better than the deal he has now. Maybe we can turn him, and escape with him." It still might not work -- some of this is up to the dice and how many points my character has in conversational skills. But if the DM is offering info, at least it's something to go on. That's fun. My point is, there may be ways to get something conclusively good or bad here. I'd take it upon myself to direct these interactions, rather than accepting whatever the DM says without input. I'd get involved, ask direct questions, and then make decisions. If the DM has bad answers, that's OK, I can leave. I'm not scared or bothered by doing that. So go for it, Epicbob. Take matters into your own hands, be assertive but friendly, and see if there is a good path for you in these games. If there isn't, kindly back out and find new games. Good luck. [/QUOTE]
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