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Punishing Player Creativity?
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<blockquote data-quote="ThoughtBubble" data-source="post: 1256105" data-attributes="member: 9723"><p>First, I hope the non creative DM and the creative players can find a way to make things work out.</p><p></p><p>In my expierence as a DM, the biggest thing that gets in the way of DM's working with player creativity is a lack of statement of intent. I had a fairly creative player in my group, but it never worked because I could rarely tell what he was trying to do. Thus, even the best roll in the world wouldn't help him, because I'd give the wrong outcome as an example. For example, a player stands around and waves his cape at the troll. I blink and continue in combat. The next round he tries throwing his cape at the troll. His cape ends up draped over the troll's shoulder. The round after that, he states: "Well, since I can't seem to distract them, I'm going to dig in my back for a torch." Whoops. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </p><p></p><p>Another player in my group was the creatively stupid guy. He always tried to do amazingly heroic and dramatic things. As a LV 1 sorcerer however, trying disarms on the opponents, or attacking with a nonproficient weapon was generally a bad idea. He nearly died every other session. However, there are two moments that everyone remembers him for, the one that succeeded and saved the party, and the one that failed and changed the campaign.</p><p></p><p>There's a story I heard once, about a rogue who was in a winery, being chased by some form of acid slime. Earlier in his quest, he'd found out that the wine in the area was all the new stuff. So he leads the slime that way, then opens the barrels and tips it in the slime's path. With me as a DM, that wouldn't have done anything. But it turns out that wine at that stage is highly base. So the DM in that ruled that it weakened the slime. It was a cool manuver that relied on someone understanding a specific point. I wouldn't have caught that one.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 1256105, member: 9723"] First, I hope the non creative DM and the creative players can find a way to make things work out. In my expierence as a DM, the biggest thing that gets in the way of DM's working with player creativity is a lack of statement of intent. I had a fairly creative player in my group, but it never worked because I could rarely tell what he was trying to do. Thus, even the best roll in the world wouldn't help him, because I'd give the wrong outcome as an example. For example, a player stands around and waves his cape at the troll. I blink and continue in combat. The next round he tries throwing his cape at the troll. His cape ends up draped over the troll's shoulder. The round after that, he states: "Well, since I can't seem to distract them, I'm going to dig in my back for a torch." Whoops. :o Another player in my group was the creatively stupid guy. He always tried to do amazingly heroic and dramatic things. As a LV 1 sorcerer however, trying disarms on the opponents, or attacking with a nonproficient weapon was generally a bad idea. He nearly died every other session. However, there are two moments that everyone remembers him for, the one that succeeded and saved the party, and the one that failed and changed the campaign. There's a story I heard once, about a rogue who was in a winery, being chased by some form of acid slime. Earlier in his quest, he'd found out that the wine in the area was all the new stuff. So he leads the slime that way, then opens the barrels and tips it in the slime's path. With me as a DM, that wouldn't have done anything. But it turns out that wine at that stage is highly base. So the DM in that ruled that it weakened the slime. It was a cool manuver that relied on someone understanding a specific point. I wouldn't have caught that one. [/QUOTE]
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