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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Enrahim" data-source="post: 9670908" data-attributes="member: 7025577"><p>The proposal here was to have a meta chat. In your group that might not be neccessary, as you have already agreed to this being the drill. However for most groups I think this is sound advice. I think most players would at the very least like to be informed that the result of skipping your carefully planned dungeon is going to be an evening of random encounters before committing to that action.</p><p></p><p>I think it would be very important for you to get feedback from your players why you could have misread them so completely that you wasted your time preparing a dungeon you thought they would find enticing. Maybe there was some crucial element in your "advertising" they missed?</p><p></p><p>Another issue here is if there was a clear initiative taker in the player group to avoid the dungeon (which I think there almost certainly would be in a real case of this) in that case the power dynamics at hand might be so that a single player could effectively railroad the game. The GM is in a particular place to railroad, but are generally not doing so. There has been mentioned a lot of reasons for this in this thread, but I would emphasize training and traditions that has instilled in them a sense of "right". However a player can also try take too much control, and they do not have the same training and tradition to guide them how to use such great power responsibly. This would also be a reason to take a timeout to hash things out.</p></blockquote><p></p>
[QUOTE="Enrahim, post: 9670908, member: 7025577"] The proposal here was to have a meta chat. In your group that might not be neccessary, as you have already agreed to this being the drill. However for most groups I think this is sound advice. I think most players would at the very least like to be informed that the result of skipping your carefully planned dungeon is going to be an evening of random encounters before committing to that action. I think it would be very important for you to get feedback from your players why you could have misread them so completely that you wasted your time preparing a dungeon you thought they would find enticing. Maybe there was some crucial element in your "advertising" they missed? Another issue here is if there was a clear initiative taker in the player group to avoid the dungeon (which I think there almost certainly would be in a real case of this) in that case the power dynamics at hand might be so that a single player could effectively railroad the game. The GM is in a particular place to railroad, but are generally not doing so. There has been mentioned a lot of reasons for this in this thread, but I would emphasize training and traditions that has instilled in them a sense of "right". However a player can also try take too much control, and they do not have the same training and tradition to guide them how to use such great power responsibly. This would also be a reason to take a timeout to hash things out. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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