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<blockquote data-quote="Sunseeker" data-source="post: 6238492"><p>I'm really not sure what to say on this, but this is a starring reason why I don't run pre-written modules, and why I often dislike playing in them.</p><p></p><p>First: When your DM feels it's the player's job to bite his hooks, and not his job to make the hooks look appetizing, we have a very adversarial problem. If it were an issue of "we're playing an evil campaign so having good-aligned goals is probably a bad idea" I would side with the DM and suggest Mr Wizard should reroll someone who might be more interested in eating babies and burning bunnies. But this isn't that case. It's a case where the module provides a select set of rewards, which of course favor characters who want those rewards, but provides no suitable reason why there can't be other rewards beyond "well the module doesn't say so!" which is a pretty pathetic cop-out by the DM.</p><p></p><p>DMing is like fishing, it requires patience and the ability to think on the fly. Catching fish, and players, is not about simply casting a line out and waiting for the fish to bite. It's about making the fish <em>want</em> to bite, and different types of fish require different types of lures, hooks, and bait. If you're only casting one hook, you'll only catch one fish, or maybe none at all.</p><p></p><p>Second: I don't like "mysterious god characters". Plot armor annoys me. The players are listed as some of the most powerful folks to survive the apocalypse, and they've got the whos-who on darn near everyone else. I agree that suddenly running across the ubermensch is going to come across as forced, and when investigating who or what that person is gets handwaived away as "this guy is so powerful, I can't tell you about it of I'd have to kill you." just rubs me wrong. In fact, a number of these elements were present in the game I quit after only an hour.</p><p></p><p>Thirdly: telling the wizard player that since the gold reward doesn't suit them, but the attack still needs to take place, they're now going to have to do the attack, with no guarantee of a reward when it's over, just a "nice chat with the guy in charge." Who undoubtedly will tell the player "sorry, all we've got to offer is a mountain of gold, can't do anything else for you. And I am not getting the feeling the DM is willing to budge on what will be offered the player.</p><p></p><p>Frankly: short of this DM being my best friend, or the group being made of my best friends, I'd quit.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6238492"] I'm really not sure what to say on this, but this is a starring reason why I don't run pre-written modules, and why I often dislike playing in them. First: When your DM feels it's the player's job to bite his hooks, and not his job to make the hooks look appetizing, we have a very adversarial problem. If it were an issue of "we're playing an evil campaign so having good-aligned goals is probably a bad idea" I would side with the DM and suggest Mr Wizard should reroll someone who might be more interested in eating babies and burning bunnies. But this isn't that case. It's a case where the module provides a select set of rewards, which of course favor characters who want those rewards, but provides no suitable reason why there can't be other rewards beyond "well the module doesn't say so!" which is a pretty pathetic cop-out by the DM. DMing is like fishing, it requires patience and the ability to think on the fly. Catching fish, and players, is not about simply casting a line out and waiting for the fish to bite. It's about making the fish [I]want[/I] to bite, and different types of fish require different types of lures, hooks, and bait. If you're only casting one hook, you'll only catch one fish, or maybe none at all. Second: I don't like "mysterious god characters". Plot armor annoys me. The players are listed as some of the most powerful folks to survive the apocalypse, and they've got the whos-who on darn near everyone else. I agree that suddenly running across the ubermensch is going to come across as forced, and when investigating who or what that person is gets handwaived away as "this guy is so powerful, I can't tell you about it of I'd have to kill you." just rubs me wrong. In fact, a number of these elements were present in the game I quit after only an hour. Thirdly: telling the wizard player that since the gold reward doesn't suit them, but the attack still needs to take place, they're now going to have to do the attack, with no guarantee of a reward when it's over, just a "nice chat with the guy in charge." Who undoubtedly will tell the player "sorry, all we've got to offer is a mountain of gold, can't do anything else for you. And I am not getting the feeling the DM is willing to budge on what will be offered the player. Frankly: short of this DM being my best friend, or the group being made of my best friends, I'd quit. [/QUOTE]
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