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<blockquote data-quote="jollyninja" data-source="post: 98330" data-attributes="member: 3208"><p>merc</p><p></p><p>when last i checked, the players were at least as nessisary as the dm in a campaign. if you can not even adapt your precious adventure to be possible for whatever make up of characters you happen to be DMing for, you have no freaking right to DM a campaign. leaving something in an adventure that the pc's are clearly not capable of handling essentialy tells your players that you have no regard for their time, in fact you really must enjoy wasting their time. the time it took them to create characters, all of the sessions leading up to the point that your vision clashed with party ability, wasted time that you can never give back to them.</p><p></p><p> even worse, you have wasted your own time, every second you have spent planning the course of the campaign, drawing maps, preparing npc's and combatants, doing the countless other things that a good DM does. you spent more time on the campaign then anyone else has, why would you want to end it because nobody in your group was in a magical kind of mood. </p><p></p><p> the goal as i see it is still to have a good time, how fun is it to go through a tpk because the DM decided that the integrity of his dungeon meant more then the campaign. If the party has no wizards or clerics, do not design a dungeon that requires magic to get through for that campaign.</p><p></p><p> If all the players decide to play rogues, it is a safe bet that they are not really interested in a straight up face to face combat style game. if the dm's story insists that they do so, it's time that he came up with a new story because nobody but him seems interested. If they do all play fighters and nobody stocks up on potions before setting out, they deserve whatever happens to them, just like the adventurer who goes out looking for a random dragon. have fun dying. if the players do something really stupid they deserve death. but if the DM has decided that a great wyrm black dragon lives in a swamp and the players coincidentally decide at level 4 to explore the swamp. that is not a reason to kill them. that is a time to give them clues that perhaps this is not a place they should be. large half eaten carcasses, dragon fear saves (submerged, nearby dragon), magically poisonedfood ect... if they stay after some repeated warnings then you kill them lol.</p></blockquote><p></p>
[QUOTE="jollyninja, post: 98330, member: 3208"] merc when last i checked, the players were at least as nessisary as the dm in a campaign. if you can not even adapt your precious adventure to be possible for whatever make up of characters you happen to be DMing for, you have no freaking right to DM a campaign. leaving something in an adventure that the pc's are clearly not capable of handling essentialy tells your players that you have no regard for their time, in fact you really must enjoy wasting their time. the time it took them to create characters, all of the sessions leading up to the point that your vision clashed with party ability, wasted time that you can never give back to them. even worse, you have wasted your own time, every second you have spent planning the course of the campaign, drawing maps, preparing npc's and combatants, doing the countless other things that a good DM does. you spent more time on the campaign then anyone else has, why would you want to end it because nobody in your group was in a magical kind of mood. the goal as i see it is still to have a good time, how fun is it to go through a tpk because the DM decided that the integrity of his dungeon meant more then the campaign. If the party has no wizards or clerics, do not design a dungeon that requires magic to get through for that campaign. If all the players decide to play rogues, it is a safe bet that they are not really interested in a straight up face to face combat style game. if the dm's story insists that they do so, it's time that he came up with a new story because nobody but him seems interested. If they do all play fighters and nobody stocks up on potions before setting out, they deserve whatever happens to them, just like the adventurer who goes out looking for a random dragon. have fun dying. if the players do something really stupid they deserve death. but if the DM has decided that a great wyrm black dragon lives in a swamp and the players coincidentally decide at level 4 to explore the swamp. that is not a reason to kill them. that is a time to give them clues that perhaps this is not a place they should be. large half eaten carcasses, dragon fear saves (submerged, nearby dragon), magically poisonedfood ect... if they stay after some repeated warnings then you kill them lol. [/QUOTE]
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