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Player wants to be with the bad guys
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<blockquote data-quote="Quickleaf" data-source="post: 5555439" data-attributes="member: 20323"><p>There's a little known printing error in the DMG on page 28, it's not supposed to read "Saying Yes" <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p>While many have relegated this to mere urban D&D myth, the *actual* text of "Saying No" was found on the printing proofs. It was lost on the cutting floor, but some intrepid adventurers have recovered the actual text!</p><p></p><p>[sblock=Saying No]<strong> Saying No</strong></p><p>A strong foundation to any teambuilding exercise is called "no, and..." It's based on the idea that too many chefs in the kitchen make a muddled soup, and the best soup is made when there is one chef to rule them all.</p><p></p><p>That's your job as DM. You are the iron chef. Whenever possible, remind the players that they should take what you give them and build on it. If you present some game element that they weren't expecting, and their power fantasies go up in flames, its their job to weave it into their character without disruptin the flow of the game.</p><p></p><p>Always remember "No and..." No you can't intimidate the dracolich, and it launches a bolt of negative energy which coruscates through your very bones. No you can't begin play with your own spelljamming helm, and giant space hamsters attack you for even asking. No you can't play an evil character, and if you try to sneak that playable into the campaign the other players each gain a level and a magic item for killing your "all but evil in the name" PC.</p><p></p><p>Faced with these sorts of "DM can I?" situations, many DMs would cave in to their players' incessant demands, hopin to appease the mewling demanding lot of them.</p><p></p><p>What a loss! The campaign loses its definition, grudges are harbored, and a bad precedent is set for the next time some uppity player questions you. Some might ignore or get pushy around a "no", but it's the "and" which puts the fear of the iron chef DM in them. </p><p></p><p>When you say "and", you open up greater appreciation for what is already there. You leave the players wide-eyed with fear at the horrifying fate which just befell their pushy party member. And fear is fun! With practice, the simplest raising of your eyebrow after a firm " no" can send shivers down your players' spines. Watch how quiet and attentive they become!</p><p></p><p>And that means a better soup - er, game - for everyone. [/sblock]</p><p></p><p>,</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5555439, member: 20323"] There's a little known printing error in the DMG on page 28, it's not supposed to read "Saying Yes" :uhoh: While many have relegated this to mere urban D&D myth, the *actual* text of "Saying No" was found on the printing proofs. It was lost on the cutting floor, but some intrepid adventurers have recovered the actual text! [sblock=Saying No][b] Saying No[/b] A strong foundation to any teambuilding exercise is called "no, and..." It's based on the idea that too many chefs in the kitchen make a muddled soup, and the best soup is made when there is one chef to rule them all. That's your job as DM. You are the iron chef. Whenever possible, remind the players that they should take what you give them and build on it. If you present some game element that they weren't expecting, and their power fantasies go up in flames, its their job to weave it into their character without disruptin the flow of the game. Always remember "No and..." No you can't intimidate the dracolich, and it launches a bolt of negative energy which coruscates through your very bones. No you can't begin play with your own spelljamming helm, and giant space hamsters attack you for even asking. No you can't play an evil character, and if you try to sneak that playable into the campaign the other players each gain a level and a magic item for killing your "all but evil in the name" PC. Faced with these sorts of "DM can I?" situations, many DMs would cave in to their players' incessant demands, hopin to appease the mewling demanding lot of them. What a loss! The campaign loses its definition, grudges are harbored, and a bad precedent is set for the next time some uppity player questions you. Some might ignore or get pushy around a "no", but it's the "and" which puts the fear of the iron chef DM in them. When you say "and", you open up greater appreciation for what is already there. You leave the players wide-eyed with fear at the horrifying fate which just befell their pushy party member. And fear is fun! With practice, the simplest raising of your eyebrow after a firm " no" can send shivers down your players' spines. Watch how quiet and attentive they become! And that means a better soup - er, game - for everyone. [/sblock] , [/QUOTE]
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