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<blockquote data-quote="Clarabell" data-source="post: 5291920" data-attributes="member: 93996"><p>But then it just seems to be to be kind of pointless. If you have to lead them around everywhere and point out every single bit of information, then for me the fun is completely gone. If I wanted that i would work on my book. There I'm in control of pretty much everything that goes on. Half the point of playing D&D is seeing what the players will do, seeing how they will figure things how, what kind of unexpected things they do. Over the years I learned one very important thing: omit needless words. If it doesn't need to be said, don't say it. When you describe a room to your players, you do so telling them what they see. You don't say, "and behind the barrel is a key." While that's important, they don't see it.</p><p></p><p>Now let me add more to this story so you can see how really obvious this cat is throughout everything...</p><p></p><p>Campaign Title: The Good Merchant</p><p>The Good Merchant gives them a coin saying it will turn gold when they have done a deed worthy of the item they want. Good Merchant: Implies it must be a good deed.</p><p>They go and see a cat. Oh hey, stray cat. I didn't just say there's a cat on the steps. Its a stray cat, and obviously so. Good deed to be done? Give it a home or find whom it belongs to.</p><p></p><p>They didn't get this the first time. Ok fine, that's ok. Cat's still there when they come out and I point it out again. Nothing. Then a serries of very unfortunate events occours.</p><p></p><p>1. One of the players decides to hunt a deer, cook and cure it, and donate it to the church as food. As a joke they find the cat and put it inside the bundle. They finally noticed the cat, but did not get the hint.</p><p></p><p>2. Same cat shows up again. Its been brought up four times. No one takes the now obvious hint. They ignore it.</p><p></p><p>3. One player is frustrated and doesn't know what to do so, upon seeing the cat, they take it and throw it as hard as they can. I decide to play god at this point, realizing they are never going to get it. At this point I've also given them about five other deeds they could have done, all of them ignored. So I say the cat lands in a young tree, which bends to the ground and the cat gently slides off into some girls lap. She is overjoyed at her newfound pet and rushes inside to take care of it, saying "MOMMY! MOMMY! LOOK WHAT FELL OUT OF THE SKY!"</p><p></p><p>DING! coin turns gold. Not the way it was suppose to work, but oh well. For my own entertainment and to try and make the game actually move forward, I cursed the player, making it so any evil they did turned out to be good somehow. The session quickly degrades into absolute idiocy as he tries again and again to do evil and i keep coming up with ways to make it good.</p><p></p><p>And as a side note, no one else in the game turned their coins to gold. At that point, I realized that unless I made things that were so blatantly obvious that no one on earth could miss them, the game was going to go nowhere. Thats the last time I DMed, and will probably be the absolute last. What exactly is the point of doing everything for the players besides rolling their dice for them?</p><p></p><p>EDIT: A really good example of fail players: <a href="http://shamusyoung.mu.nu/images/comic_lotr15.jpg" target="_blank">http://shamusyoung.mu.nu/images/comic_lotr15.jpg</a></p></blockquote><p></p>
[QUOTE="Clarabell, post: 5291920, member: 93996"] But then it just seems to be to be kind of pointless. If you have to lead them around everywhere and point out every single bit of information, then for me the fun is completely gone. If I wanted that i would work on my book. There I'm in control of pretty much everything that goes on. Half the point of playing D&D is seeing what the players will do, seeing how they will figure things how, what kind of unexpected things they do. Over the years I learned one very important thing: omit needless words. If it doesn't need to be said, don't say it. When you describe a room to your players, you do so telling them what they see. You don't say, "and behind the barrel is a key." While that's important, they don't see it. Now let me add more to this story so you can see how really obvious this cat is throughout everything... Campaign Title: The Good Merchant The Good Merchant gives them a coin saying it will turn gold when they have done a deed worthy of the item they want. Good Merchant: Implies it must be a good deed. They go and see a cat. Oh hey, stray cat. I didn't just say there's a cat on the steps. Its a stray cat, and obviously so. Good deed to be done? Give it a home or find whom it belongs to. They didn't get this the first time. Ok fine, that's ok. Cat's still there when they come out and I point it out again. Nothing. Then a serries of very unfortunate events occours. 1. One of the players decides to hunt a deer, cook and cure it, and donate it to the church as food. As a joke they find the cat and put it inside the bundle. They finally noticed the cat, but did not get the hint. 2. Same cat shows up again. Its been brought up four times. No one takes the now obvious hint. They ignore it. 3. One player is frustrated and doesn't know what to do so, upon seeing the cat, they take it and throw it as hard as they can. I decide to play god at this point, realizing they are never going to get it. At this point I've also given them about five other deeds they could have done, all of them ignored. So I say the cat lands in a young tree, which bends to the ground and the cat gently slides off into some girls lap. She is overjoyed at her newfound pet and rushes inside to take care of it, saying "MOMMY! MOMMY! LOOK WHAT FELL OUT OF THE SKY!" DING! coin turns gold. Not the way it was suppose to work, but oh well. For my own entertainment and to try and make the game actually move forward, I cursed the player, making it so any evil they did turned out to be good somehow. The session quickly degrades into absolute idiocy as he tries again and again to do evil and i keep coming up with ways to make it good. And as a side note, no one else in the game turned their coins to gold. At that point, I realized that unless I made things that were so blatantly obvious that no one on earth could miss them, the game was going to go nowhere. Thats the last time I DMed, and will probably be the absolute last. What exactly is the point of doing everything for the players besides rolling their dice for them? EDIT: A really good example of fail players: [url]http://shamusyoung.mu.nu/images/comic_lotr15.jpg[/url] [/QUOTE]
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