Stupid Dungeon Master Syndrome


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Hmm, there are two kinds of stupid in my book. silly stupid and obnoxious stupid.

Silly Stupid:
This one happened in a game years ago. We were low level PCs (2nd or 3rd, cant remember which) and were heading to the docks for some sort of meeting. As we are proceeding down the street that follows the bay towards the meeting place, we notice two guys fishing. OK, nothing to suspicious about that, other than it is kinda late in the day to be fishing, seeing how the sun has set and all. We continue on and are then informed that the 2 "fishermen" are rising and drawing longswords. I think the conversation went something like this

PLayer 1: Longswords? You didn't mention they had longswords.
GM: Yeah, well, they were in their scabbard and all, you just didn't notice them
Player 1: (still incredulous but willing to let it fly) Ok, well in that case I'll throw my dagger (expecting trouble, all the PCs had readied weapons like daggers and darts concealed on them and ready to go, the GM was willing to give us an action while they clambored to their feet) Rolled a 17, which does ...
GM: Sorry, that doesn't hit.
Player 1: WHAT? how does that not hit?
GM: They are wearing full plate.
(At this point all three players looked at eachother in amazement)
Player 2: And we just happened to miss the fact that they ARE WEARING FULL PLATE!?
GM: .....well they are
Player 3: Fine, I rush them and throw myself at them in an attempt to knock them into the water.
GM: OK, they get hit and all three of you go into the water. You can swim right?
Plaer 3: Yeah, but they can't.
GM: Yes they can, both are proficient swimmers.
Player 2: In full plate?
GM:........... You continue down the docks, slightly wet after your immersion.

Obnoxious Stupid:

Played a GURPs game once that was set in the near future. My PC suddenly started being pursued by a large corporation intent on controlling him (for reasons he couldn't understand since he was essentially a small time hoodlum) and started having increasingly large periods of blank time where he would do things and not remember them (like hacking into government files and banks). Turned out I had an AI implanted into my brain, which was opperating independantly of me (hence the blank times). It ultimately helped the GM railroad my PC into doing things I didn't want to do. Worst part about it is that the whole setup should have been included in the characters flaws, thus allowing me to purchase benifits at PC generation to offset them. Only redeeming part about it is that the GM now agrees the game was horrible and learned a lot from the game.
 

heh although I am still kind of new to DMing I have to say I have been known to have my stupid moments ecspecially when it comes to making to uber villains. The funny thing is though sometimes these uber villains are not the main baddies. I have also been known to accidently do railroading.

Here is a scenario with an Uber NPC (note: not the main villain)

The party consisted of a Halfling Rouge, an Elven Sorceress, a Human Samurai, and a Human Paladin

The party is part of a supplies caravan to the scene of a territory battle, they have to go thru bandit territory, the caravan has stopped. The rest of the party are investigating a sign, the Rouge wanders off trying to go join them at the sign, but I have him instead come face to face with the bandit leader, at that point bandits have ambushed the caravan.

the Rogue goes into combat with the leader of the bandits and two henchmen, combat ensues, several rounds later the Rouge is unconscious.

The main villain is mounted with a lance, charges at the sorceress, Criticals on the to hit, makes her unconcious in one charge attack. If I remember correctly he brought her down to like -6 hp or something

a couple of combat rounds later he is fighting the paladin and Samurai and an NPC guard, makes the paladin unconscious, Samurai tackles him to the ground, the NPC guard coup de graces him and kills him.

my players weren't too happy.
 

Three quick stories...

1. Our party of adventurers opens a door inside a mansion (think Tegel Manor). The GM says, "You see a horse moving in a circle at the speed of light."

I suddenly remembered I had someplace else to be that evening.

2. Our party of adventurers encounters an appearing/disappearing multi-colored flying cat called the "Shropshire Kitty." Nothing we can do will affect it - no spells, no skills, no weapons - and I know that because the GM tells us so.

It proceeds to spend the next two hours attracting wandering monsters to our party - we never get past the first two rooms of the dungeon.

3. The GM drops a type VI demon (better known as a balor to you youngin's) on a party of fifth-level adventurers...uh, okay, that last one is me - I was young and I had a really cool mini I'd just painted... :\
 

I'll try to use spoiler tags (sorry if I stuff it) because it relates to the Standing Stone module

<spoiler>
I was DM'ing this module, and had done a reasonable job of painting the Cuckoo/Sorcerer/evil group as being slightly odd people who were genuinely helping a town in trouble... I really wanted to play up the "resolving allegiances in this mystery" aspect of the campaign, and my players were really into it- after games they'd sit around and discuss who they thought they should trust etc etc)... right up until the point that the Cuckoo is helping the party explore... the Ghost Paladin attacks.. and- in my words- "The Vrock lifts his croaky voice in a mocking tune that lifts your spirits..."

(for those unfamiliar, the Cuckoo is a Vrock, pretending to be a human Bard to get the PC's to do his dirty work)

</spoiler>

(this is a player-stupidity story, but meh)
In the first campaign I played in, the party had just emerged into forested area after travelling through dwarven mines where we had successfully gotten the Stumpies to agree to help the kingdom of Tardaleen repulse the invading enemy army.
Some green and brown cloaked humans (we'd been told once that these were the colours of Tardaleen, I'd forgotten- to me it sounded like a description of bandits!) were being chased off by some dark-plated horsemen. I thought, "sweet, Tardaleen cavalry.. in dark plate armour... with spikes... they'll help!" (alright, I use the term *think* loosely here). As they canter back down the road towards where we watched they pulled up & asked us our business. My paladin-wannebe (2nd ed, didn't have the stats, based the character round it) happily stepped forward and announced that "We are allies of the Dwarven King, here to help mighty Tardaleen!"

Fortunately we had a very forgiving DM, so the 20 odd cavalry didn't immediately annihilate us- (they had a pressing mission that couldn't be delayed any longer)- and the Captain just extracted some info which my PC was happy to share. However when they left to depart, and my PC ran along behind asking how we could get to Tardaleen, could we double up on horses, etc etc the Captain drew his sword and knocked him down in one blow before spitting on me and cantering off... about then the light dawned just how much info on the dwarven forces I'd given away... and I realised why the other players were laughing uncontrollably around me *sheepish grin*
 
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RangerWickett said:
One major piece of advice to my fellow GMs:

Don't use antimagic.

It never helps. It only pisses off the PCs. If you're going to have antimagic, hint at it well in advance, so the PCs know what they're going into. That way, it's more like they're being heroic by facing this most horrible of fantasy horrors, rather than you coming across as a naughty word for naughty wording with them.

Certainly don't toss an antimagic pit at a group of 13th level PCs just because you want them to make some climb checks. *slaps head, mutters* Stupid, stupid, stupid.

Another good reason not to use antimagic is that the players might remember and use it against your magic using badguy. No wards, no contingencies, no chance for the wizard/sorc BBEG subjected to an AMF gang beating.
 

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