Piratecat ruined my D&D game

Kamikaze Midget said:
But not every player wants to be clever or have ownership of the world. Some come 'round the table for different reasons, and I can't see it as my job as DM to force them to get into it from a different angle.
I'm not sure we're talking about the same thing, KM. From my perspective, my plots encourage a particular kind of play that I like - just as they would if I loved hack & slash or puzzles - but I don't make that particular type of play mandatory. All my players are different. It's the responsibility of the DM to respond to his players, right? So when people show up really wanting consequence-free combat, by God we have some. We're all playing the game to have fun, and that might mean different sorts of play at different times.

That being said, I like to run a certain kind of game, and I try to pick players who like the same kind of game so that I don't have weird culture clashes.
 

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Piratecat said:
That being said, I like to run a certain kind of game, and I try to pick players who like the same kind of game so that I don't have weird culture clashes.

And that is the foundation for any long-term joyful gaming experience. :)
 

Piratecat said:
I'm not sure we're talking about the same thing, KM. From my perspective, my plots encourage a particular kind of play that I like - just as they would if I loved hack & slash or puzzles - but I don't make that particular type of play mandatory. All my players are different. It's the responsibility of the DM to respond to his players, right? So when people show up really wanting consequence-free combat, by God we have some. We're all playing the game to have fun, and that might mean different sorts of play at different times.

That being said, I like to run a certain kind of game, and I try to pick players who like the same kind of game so that I don't have weird culture clashes.

I agree with the amphibious bard: well said PC....
 

Kestrel said:
Ive been using APs for a while now, but the pcs mainly hoard them to stay alive. I'm about to add swashbuckling cards for more unpredictable stuff. Do you just give two at the beginning of the session or have some other system for it?
Same as you, but I give three at the start of each session. And PCs can use two to stabilize at -9 instead of dying from a blow/effect. Players can contribute cards for someone else.
 

Harm said:
I played with a group briefly that was overcautious about everything. Heroic fantasy it was not. Enjoyable (to me anyway) it was not.

Boy can I relate to that. I once had a player say, "man, my character would never do that...he's only first level!". Ugh.
 



Question about Robin's Laws of Good Gaming...

I just read through the four page preview of the Robin's Laws of Good Game Mastering recommended in an earlier post, and it's very reminicent of the first chapter of the DMG2. I know that RDL is credited as one of the authors of the DMG2, and my question to those of you who own both items: how much of the Robin's Laws is reprinted (or rewritten) in the DMG2?

I say this as I don't want to purchase the pdf and find out that most of it I already own in the DMG2.

FWIW - I find the first chapter of the DMG2 invaluable and re-read it at least once every six months to keep me focused on balancing all the roles I play as a DM. I've seen alot of folks around here dismiss the DMG2 as old hat, but there's plenty of ideas in there worth the price.
 

bento said:
I just read through the four page preview of the Robin's Laws of Good Game Mastering recommended in an earlier post, and it's very reminicent of the first chapter of the DMG2. I know that RDL is credited as one of the authors of the DMG2, and my question to those of you who own both items: how much of the Robin's Laws is reprinted (or rewritten) in the DMG2?

I say this as I don't want to purchase the pdf and find out that most of it I already own in the DMG2.

FWIW - I find the first chapter of the DMG2 invaluable and re-read it at least once every six months to keep me focused on balancing all the roles I play as a DM. I've seen alot of folks around here dismiss the DMG2 as old hat, but there's plenty of ideas in there worth the price.

If you own and understand that part of the DMG2 then you probably don't need to get RLoGGM. I do think that there is some neat stuff in there on adventure design but the bit about the player types and their "emotional kicks" is the most valuable portion of the book and the bit that is most commonly referenced here.

Good on you though for bringing that up as a resource and for your constant reminders to yourself about how important it is.
 

shilsen said:
For me, personally, I effectively took death out of the equation by using action pts and swashbuckling cards, while making sure to have a lot of repercussions for PCs being defeated. So I get all of the benefits without any of the negatives.

See my post earlier in this thread for more details.

Since D&D is about chipping away at hit-points, PC death is a very real possibility. If you can come up with alternative results for losing a fight, rather than dying, you'll avoid that particular problem.

Another variable to consider, in most stories/movies/shows, there's 3-4 fights total, including the BBEG. In most D&D games, there's lots more fights. Lots more fights = lots more chances to die + lots more XP (so the party level shoots up).


I think that the out come of a fight shoud advance the plot, or complicate the plot. Whatever happens, should be fun and/or interesting. If the PCs die, that ends the game, and all the players lose.
 

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