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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 5519874" data-attributes="member: 4129"><p>Agreed</p><p>I was trying to draw out why Shaman would walk out in the middle of a session. I'm not a perfect GM by any stretch of the imagination, but one thing I do is take narrative risks. Sometimes they work out great, sometimes they backfire. I wouldn't want a player walking out on a game I was running because I (the GM) took a chance and flubbed something. Especially if I had no idea that the narrative risk I was taking was a huge issue for that player.</p><p></p><p>As to the OP, I'll reiterate my original advice, but told slightly differently</p><p></p><p>1. Avoid the Bad Guys MUST win fight. I made this mistake before and I won't make it again.</p><p>2. Manage player expectations. This can be done in many ways: taking a player aside, a general warning, framing devices, etc. Managing player expectations is a huge and often undiscussed part of GMing.</p><p>3. Ultimately, the PCs are the masters of their own fate. Allow them to twart whatever clever plan you produce. You'll have plenty of time to capture them later <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 5519874, member: 4129"] Agreed I was trying to draw out why Shaman would walk out in the middle of a session. I'm not a perfect GM by any stretch of the imagination, but one thing I do is take narrative risks. Sometimes they work out great, sometimes they backfire. I wouldn't want a player walking out on a game I was running because I (the GM) took a chance and flubbed something. Especially if I had no idea that the narrative risk I was taking was a huge issue for that player. As to the OP, I'll reiterate my original advice, but told slightly differently 1. Avoid the Bad Guys MUST win fight. I made this mistake before and I won't make it again. 2. Manage player expectations. This can be done in many ways: taking a player aside, a general warning, framing devices, etc. Managing player expectations is a huge and often undiscussed part of GMing. 3. Ultimately, the PCs are the masters of their own fate. Allow them to twart whatever clever plan you produce. You'll have plenty of time to capture them later :D [/QUOTE]
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