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<blockquote data-quote="Herpes Cineplex" data-source="post: 1764595" data-attributes="member: 16936"><p>Huh. Weird.</p><p></p><p>Me, I try to keep the GM informed about what I'm planning to do with my character, and about the things I really enjoyed in previous sessions. I like giving the GM enough information to be able to actually make plans in advance for how to deal with what we're going to do in the game.</p><p></p><p></p><p>What makes your example seem so weird to me is that the last time we played D&D I was playing the wizard and finally got access to teleportation. I pretty much never play spellcasters, and this was the first game where we'd ever played long enough to get to the levels where teleport was actually available, so I made a big deal out of it. I made sure the GM knew that I was really looking forward to using this spell. I made sure the other players knew I had gotten this spell and was looking for places to use it. When we made in-character plans for how to get somewhere, I was laying out all kinds of teleporting strategies. Teleportation magic is <em>cool</em>, y'know? It lets a party jump past a bunch of tedious wilderness encounters and get right to the good part. It lets them take more downtime in an interesting city without falling behind schedule on saving the world or finding the mcguffin or whatever it is they're supposed to do before the deadline arrives.</p><p></p><p>I figured the best thing to do was to make sure that our GM wasn't ambushed by this; if the GM knows we can and WILL teleport, then all the planning and preparation will just go into making sure that there are cool, challenging, fun, and interesting things to do at the final destination, and no time will be wasted statting up a bunch of travelling encounters. No reason to try and wheedle or force the party into <em>not</em> teleporting to their goal if you're actually <em>anticipating</em> that they will teleport to their goal, right? Plus, it lets the GM try out fun stuff that can only be done with a teleporting party (really short deadlines, normally-inaccessible adventure locations, tricks and traps to foil teleporters, etc.).</p><p></p><p></p><p>And as a GM, I'd much rather have players who told me what they liked and what they were planning on doing than have players who ignored things their characters could do and just did whatever I set in front of them. Even if they were good-natured about it, it would worry me a little.</p><p></p><p>--</p><p>advance warning and collaboration seems more fun to me than 'just going along with it'</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1764595, member: 16936"] Huh. Weird. Me, I try to keep the GM informed about what I'm planning to do with my character, and about the things I really enjoyed in previous sessions. I like giving the GM enough information to be able to actually make plans in advance for how to deal with what we're going to do in the game. What makes your example seem so weird to me is that the last time we played D&D I was playing the wizard and finally got access to teleportation. I pretty much never play spellcasters, and this was the first game where we'd ever played long enough to get to the levels where teleport was actually available, so I made a big deal out of it. I made sure the GM knew that I was really looking forward to using this spell. I made sure the other players knew I had gotten this spell and was looking for places to use it. When we made in-character plans for how to get somewhere, I was laying out all kinds of teleporting strategies. Teleportation magic is [i]cool[/i], y'know? It lets a party jump past a bunch of tedious wilderness encounters and get right to the good part. It lets them take more downtime in an interesting city without falling behind schedule on saving the world or finding the mcguffin or whatever it is they're supposed to do before the deadline arrives. I figured the best thing to do was to make sure that our GM wasn't ambushed by this; if the GM knows we can and WILL teleport, then all the planning and preparation will just go into making sure that there are cool, challenging, fun, and interesting things to do at the final destination, and no time will be wasted statting up a bunch of travelling encounters. No reason to try and wheedle or force the party into [i]not[/i] teleporting to their goal if you're actually [i]anticipating[/i] that they will teleport to their goal, right? Plus, it lets the GM try out fun stuff that can only be done with a teleporting party (really short deadlines, normally-inaccessible adventure locations, tricks and traps to foil teleporters, etc.). And as a GM, I'd much rather have players who told me what they liked and what they were planning on doing than have players who ignored things their characters could do and just did whatever I set in front of them. Even if they were good-natured about it, it would worry me a little. -- advance warning and collaboration seems more fun to me than 'just going along with it' ryan [/QUOTE]
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