Players Vs. DMs

So what you're telling me is that you're so perfect, and your group is so well-oiled that no one ever brought up concern about a spacific aspect of a game that they didn't quite enjoy as much as expected? I find this incredibly hard to believe..

I ran a 6 year Fantasy Hero game with that being the case. I'd ask every month if there was anything that we should do different, or that I should change about the game.
The answer every month (in variations) - "It's perfect, Don't change a thing"


Doesn't mean I haven't made other GMing missteps in other games though. :)
 

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Certainly. Just because we're imperfect beings doesn't mean we can't do things in a perfect way from time to time or even for extended periods of time.
 

I made a cursed sword many years ago that was recieved pretty well. The sword had 7 gems, the colors of the rainbow. Each time it took a life the next color gem glowed, giving successive +1s until the violet gem glowed. At this point, the sword was a +7 and had a will of its own that sought the nearest victim available and would force the wielder to kill in order to reset the gems to red (+1).

The sword was found by a Cavalier whose major fault was probably his pride. He was extemely pleased with himself as he slew foe after foe, and surmised that the sword increased in power as the gems lit. His bravado ceased when the sword forced him to kill one of his companions at the conclusion of a battle.

This turn of events caused the player to actually play his Cavalier differently from that point as a more introspective character and provided a springboard to fully developing him. The event also had long lasting impact on the rest of his party. Interestingly, the Cavalier decided to keep the sword in remembrance of his slain companion. He always was very careful to keep foes near at hand when the sword got near violet.

He named the sword "Ultraviolence".
 

The only time I've ever given out cursed items (as in "there is a cruddy side effect" cursed not "ha ha now you're useless and can't even get rid of it" cursed) was when the party knew the dungeon was a trap set up just for them. The BBEG even taunted them with that fact. How can I be blamed when the party just starts using the magic items they find without checking them first?
 

So, I created and passed out my first cursed item today. The player that it so happened to lay its curse upon realy started getting upset and whining a little during game.
Being the invincible DM that I am, I didn't let it bother me. The cursed item is the plot of my currand adventure path... so if he doesn't like it, all he has to do is follow the adventure.
Ultimately the item is an excelent item. I'm not too sure if I want to post it here, but I gave it rules to automatically use its abilities in a spacific order, so it gets "better and better" as the combat continues. If it misses however, the curse activates and punishes the wielder for missing.

Has anyone else done anything like this in 4E yet? Or at least purposely put somthing "not fun" in their adventures? What kind of reactions did you get? and how did it turn out in the end?

If you realy have to go back to previous editions to tell your tale, feel free, but I'd like to hear about 4E experiences.

As in previous editions, it will depend on your group and DMing. Mileage will vary.
 

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