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The Player vs DM attitude
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<blockquote data-quote="Michael Silverbane" data-source="post: 5202559" data-attributes="member: 38016"><p>I have not yet read beyond the OP, but my own solution to this problem is much the same as any other interpersonal problem that might pop up during a game. That is to treat it with liberal doses of open and honest communication.</p><p></p><p>As a DM, my favorite thing in a game is to have the players think that they are doomed, and then to come out ahead. This takes some amount of subterfuge, the occasional overwhelming of the players with superior force, and so on. In order to get my players to buy-in to these sorts of situations, I tell them, "I want you guys to win." and, "my favorite thing in a game is to have the players think that they are doomed, and then to come out ahead."</p><p></p><p>When the occasional need to kidnap, imprison, or kill the PCs comes up, I usually do so by fiat. For instance, in the campaign that I most recently started, the premise is that the characters are in a sort of adventurer's afterlife, a never-ending dungeon populated by the 'souls of those lost in the world's many dungeons'. So, at the beginning of the campaign, I killed them. "You die," I said. And that was how the campaign got started. Later on, I will fill the players in on how, precisely, they died, and what the heck they are doing here. But, for now, all that they need to know is that they are stuck in a spooky megadungeon, surrounded by all sorts of critters that want to eat them.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 5202559, member: 38016"] I have not yet read beyond the OP, but my own solution to this problem is much the same as any other interpersonal problem that might pop up during a game. That is to treat it with liberal doses of open and honest communication. As a DM, my favorite thing in a game is to have the players think that they are doomed, and then to come out ahead. This takes some amount of subterfuge, the occasional overwhelming of the players with superior force, and so on. In order to get my players to buy-in to these sorts of situations, I tell them, "I want you guys to win." and, "my favorite thing in a game is to have the players think that they are doomed, and then to come out ahead." When the occasional need to kidnap, imprison, or kill the PCs comes up, I usually do so by fiat. For instance, in the campaign that I most recently started, the premise is that the characters are in a sort of adventurer's afterlife, a never-ending dungeon populated by the 'souls of those lost in the world's many dungeons'. So, at the beginning of the campaign, I killed them. "You die," I said. And that was how the campaign got started. Later on, I will fill the players in on how, precisely, they died, and what the heck they are doing here. But, for now, all that they need to know is that they are stuck in a spooky megadungeon, surrounded by all sorts of critters that want to eat them. [/QUOTE]
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