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<blockquote data-quote="Greenfield" data-source="post: 6109842" data-attributes="member: 6669384"><p>There is/was an enemy party headed for the same place. The PCs captured one of them.</p><p></p><p>And executed him out of hand, without asking a single question.</p><p></p><p>The next week the players decided to use <em>Revenance</em> to temporarily raise him so they could question him. They never asked his name. They never asked what he was doing here. They never asked how the enemy found them in the middle of Sahara. They more or less chatted philosophy, and let him try to bribe them into changing sides. The only thing they really got from him was the name of the enemy leader. No location, no nationality, no "How do we find him", just a name.</p><p></p><p>Like I said, they/we have gotten soft, far too used to having things handed to us.</p><p></p><p>And yes, the other ideas are great, but they're just variations on "The DM hands you the answer you missed". I.e. more of the treatment that's lead to this situation.</p><p></p><p>BTW: Our game sessions are from noon to 05:00 pm, so we aren't short on time in that sense, but as one member once described it, "Our group has all the focus of a horde of cocaine addled chipmunks."</p><p></p><p>For example, they spent an hour+ last week deciding how to travel across the desert: <em>Shadow Walk, Wind Walk, Transport via Plants</em> or just hitch up the camels to their cart and slog along.</p><p></p><p>I hate the "I'm out to win!' type of DMs, but I really need to get more adversarial.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6109842, member: 6669384"] There is/was an enemy party headed for the same place. The PCs captured one of them. And executed him out of hand, without asking a single question. The next week the players decided to use [I]Revenance[/I] to temporarily raise him so they could question him. They never asked his name. They never asked what he was doing here. They never asked how the enemy found them in the middle of Sahara. They more or less chatted philosophy, and let him try to bribe them into changing sides. The only thing they really got from him was the name of the enemy leader. No location, no nationality, no "How do we find him", just a name. Like I said, they/we have gotten soft, far too used to having things handed to us. And yes, the other ideas are great, but they're just variations on "The DM hands you the answer you missed". I.e. more of the treatment that's lead to this situation. BTW: Our game sessions are from noon to 05:00 pm, so we aren't short on time in that sense, but as one member once described it, "Our group has all the focus of a horde of cocaine addled chipmunks." For example, they spent an hour+ last week deciding how to travel across the desert: [I]Shadow Walk, Wind Walk, Transport via Plants[/I] or just hitch up the camels to their cart and slog along. I hate the "I'm out to win!' type of DMs, but I really need to get more adversarial. [/QUOTE]
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