TerraDave said:...it is to get them to believe that they decided to do modules A, then B, then C.
-Lava:Unless there’s a thick crust on the lava and that the player has good boots and is ready to run, there isn’t much chance for anyone to cross a lava filled area,the extreme heat of the lava willprobablykill anyone who crosses itin a matter of second unless he has magical protection against fire and heat.
FickleGM said:I did find this little tidbit from the article that I wanted to add to:
No Save.
The Grumpy Celt said:That is the lie to the players – people who are spending their time with you. That is the contempt of the players. They players are people who voluntarily choose to come and spend time with you and your response to this is to treat them like stock animals to be herded and handled. Making them think “your idea” was “their idea” is unnecessary to the function of a game but serves to batten your vanity by debasing the player’s rights and dignity as people. And that is why you do it that way.
Of course not. But that's also besides the point.billd91 said:DMs don't have unlimited time to prepare their games and not every game group is suited to improvising.
billd91 said:That's a pretty mean spin to put on it.
Let's face it. DMs don't have unlimited time to prepare their games and not every game group is suited to improvising. You don't want to blatantly railroad the players but there's only so much you're going to be able to work on for the game, so you set up the hooks and make sure that the adventure you want to run is the one that the PCs will, of their own free will, pick. Sure, the deck is stacked against them, and for most games IT WAS ALWAYS GOING TO BE in the first place. The players, agreeing to play in the DM's campaign, are already expecting the DM to set the initial pace and outline the main plotted encounter spaces. If they decided to not be "herded" they'd be playing somewhere else, running their own game, or not playing at all.
No offense, but this is pretty dated advice. I can't see good gaming coming from this.Cyberdrake said:There's a new article called "Campaign Control: Keeping Them on a Leash" that helps Game Masters to keep the players in the plotted area while keeping the illusion of freedom to the players.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.