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<blockquote data-quote="argo" data-source="post: 3245948" data-attributes="member: 5752"><p>This story has a "moral" to it, one I try to remind myself of frequently when GMing.</p><p></p><p>So we are playing what was supposed to be like a two-session "mini game". In the first session we get a rumor that there is trouble in the fishing village and we are supposed to follow the south road to get there. Except we get in a tussle with a local militia group on the road and spend the rest of the first game first fighting them then running away (atually that was all my fault, long story... <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>Anyway, so we are back for the next session and the GM is really trying to get things back on track. We start lost in the wilderness (we ran from the soldiers in the night)</p><p>player 1: So where to next?</p><p>player 2: We're still going to the fishing village right?</p><p>player 3: Right, we were supposed to follow the south road, lets head south!</p><p></p><p>Now none of us realize it but at that point the GM starts freaking out inside his head. You see, he had maped out this part of the campaign setting and in this provence the "South Road" takes an eastward turn <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> So if we were to keep going south we would never find the fishing village. But even worse, he had decided that the milita from last night were patroling to the south, so if we go that way we are going to run into those guys again and he doesn't want a repeat of last session.</p><p></p><p>So he comes up with a plan.</p><p></p><p>We head out southward and find a small road which we naturally start to follow. Minutes later we see a group of <u><em>50 clerics of the Death God wearing black full-plate and black cloaks riding black war horses!</em></u> <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p>GM: "You know that the church of the Death God is allied with the milita, they probably called them in as reinforcements after their fight with you. You see the lead cleric give a yell and they all ride towards you."</p><p>US: "WE RUN AWAY!"</p><p></p><p>Thus begins a wild cross-county chase as we try to escape the "Nazgul" as we dubed them. However, the Nazgul <strong>are</strong> driving us eastward, towards the fishing village where we were supposed to go. In the end we get away but it takes us the entire session to get there (remember, we were supposed to be here last session).</p><p></p><p>So after the session I'm talking with the GM, going over the events of the night.</p><p>ME: "Man those Nazgu were scarry, and we <em>still</em> didn't find out what the trouble in the village was"</p><p>GM: "Yeah, I made that all up on the spur-of-the-moment.." And then he explains everything I told you about us going the wrong way, etc...</p><p>ME: "Uh, couldn't you have just put a signpost there that says <em>'this way to fishing village'</em>?" :\ </p><p>GM: ....... <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=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p></p><p>And thus we have the moral of the tale: <em>"Never send fifty Nazgul after your players when a signpost would suffice"</em> </p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="argo, post: 3245948, member: 5752"] This story has a "moral" to it, one I try to remind myself of frequently when GMing. So we are playing what was supposed to be like a two-session "mini game". In the first session we get a rumor that there is trouble in the fishing village and we are supposed to follow the south road to get there. Except we get in a tussle with a local militia group on the road and spend the rest of the first game first fighting them then running away (atually that was all my fault, long story... :o ) Anyway, so we are back for the next session and the GM is really trying to get things back on track. We start lost in the wilderness (we ran from the soldiers in the night) player 1: So where to next? player 2: We're still going to the fishing village right? player 3: Right, we were supposed to follow the south road, lets head south! Now none of us realize it but at that point the GM starts freaking out inside his head. You see, he had maped out this part of the campaign setting and in this provence the "South Road" takes an eastward turn :confused: So if we were to keep going south we would never find the fishing village. But even worse, he had decided that the milita from last night were patroling to the south, so if we go that way we are going to run into those guys again and he doesn't want a repeat of last session. So he comes up with a plan. We head out southward and find a small road which we naturally start to follow. Minutes later we see a group of [u][i]50 clerics of the Death God wearing black full-plate and black cloaks riding black war horses![/i][/u] :uhoh: GM: "You know that the church of the Death God is allied with the milita, they probably called them in as reinforcements after their fight with you. You see the lead cleric give a yell and they all ride towards you." US: "WE RUN AWAY!" Thus begins a wild cross-county chase as we try to escape the "Nazgul" as we dubed them. However, the Nazgul [b]are[/b] driving us eastward, towards the fishing village where we were supposed to go. In the end we get away but it takes us the entire session to get there (remember, we were supposed to be here last session). So after the session I'm talking with the GM, going over the events of the night. ME: "Man those Nazgu were scarry, and we [i]still[/i] didn't find out what the trouble in the village was" GM: "Yeah, I made that all up on the spur-of-the-moment.." And then he explains everything I told you about us going the wrong way, etc... ME: "Uh, couldn't you have just put a signpost there that says [i]'this way to fishing village'[/i]?" :\ GM: ....... :eek: And thus we have the moral of the tale: [i]"Never send fifty Nazgul after your players when a signpost would suffice"[/i] ;) [/QUOTE]
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