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The Player vs DM attitude
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<blockquote data-quote="Negflar2099" data-source="post: 5207095" data-attributes="member: 65944"><p>I've read nearly every post in this thread and it's a very fascinating discussion. For those who are curious, yes I perceive there to be a lack of trust in my particular game, so I appreciate the advice from those people who talk about how to build up trust between players and DMs, specifically between my players and me. But I guess I didn't do a very good job defining what I mean by trust. I guess for me it comes down to players trusting that their DM isn't out to destroy them, that he knows how to create combat scenarios that, while challenging, won't result in a TPK as long as the players play to the best of their ability, and that he isn't trying to trick them somehow. That in short I may play the antagonists but I'm not a rat basterd. </p><p></p><p>It's like this. Personally I agree with those of you who think the capture scenario is unfair. At least it isn't fair the way it's being described here. The way that you go to sleep and end up in a dungeon. Now I can think of a dozen dozen different magical reasons for something like that (in which case it could be very Lost-like) but I certainly would never have people break in and kidnap them with no chance for the players to wake up, especially if my players took precautions. </p><p></p><p>And when it comes to PCs trusting NPCs I sort of feel the old "that kind old wizard you all thought was friendly stabs in the back" is the same thing as the PCs just waking up in jail. I mean the PCs took dots or trained in skills like Perception, or Insight and they are fairly high level. They should be able to know if something is up with a NPC (unless he defeats those defenses some how but that's another story). What I mean when I say trust is that when I as the DM say "I'm telling this guy raised you since you were 10 (their backstory not mine) and you can trust him." I sort of expect my players to say okay. Just like when I say the gazebo is just a building. There's no reason to investigate it. I sort of expect my players to trust that I personally am not lying to them even if the NPC might be. </p><p></p><p>The problem I've found is that one develops a certain mentality if you play enough D&D and part of that mentality is the old, I put up bottles on the door frame and wizard lock the windows and every NPC that approaches me I stab in the face kind of paranoia. I find trying to run adventures when PCs are that paranoid more challenging and less fun than it should be but I guess that's just me. </p><p></p><p>Needless to say trust in my group has broken down a bit. I think it's all my fault and I've gotten a lot of good advice from this thread about how to fix it so I appreciate that very much. Thank you. </p><p></p><p>I hope this post made more sense than my last one. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p></blockquote><p></p>
[QUOTE="Negflar2099, post: 5207095, member: 65944"] I've read nearly every post in this thread and it's a very fascinating discussion. For those who are curious, yes I perceive there to be a lack of trust in my particular game, so I appreciate the advice from those people who talk about how to build up trust between players and DMs, specifically between my players and me. But I guess I didn't do a very good job defining what I mean by trust. I guess for me it comes down to players trusting that their DM isn't out to destroy them, that he knows how to create combat scenarios that, while challenging, won't result in a TPK as long as the players play to the best of their ability, and that he isn't trying to trick them somehow. That in short I may play the antagonists but I'm not a rat basterd. It's like this. Personally I agree with those of you who think the capture scenario is unfair. At least it isn't fair the way it's being described here. The way that you go to sleep and end up in a dungeon. Now I can think of a dozen dozen different magical reasons for something like that (in which case it could be very Lost-like) but I certainly would never have people break in and kidnap them with no chance for the players to wake up, especially if my players took precautions. And when it comes to PCs trusting NPCs I sort of feel the old "that kind old wizard you all thought was friendly stabs in the back" is the same thing as the PCs just waking up in jail. I mean the PCs took dots or trained in skills like Perception, or Insight and they are fairly high level. They should be able to know if something is up with a NPC (unless he defeats those defenses some how but that's another story). What I mean when I say trust is that when I as the DM say "I'm telling this guy raised you since you were 10 (their backstory not mine) and you can trust him." I sort of expect my players to say okay. Just like when I say the gazebo is just a building. There's no reason to investigate it. I sort of expect my players to trust that I personally am not lying to them even if the NPC might be. The problem I've found is that one develops a certain mentality if you play enough D&D and part of that mentality is the old, I put up bottles on the door frame and wizard lock the windows and every NPC that approaches me I stab in the face kind of paranoia. I find trying to run adventures when PCs are that paranoid more challenging and less fun than it should be but I guess that's just me. Needless to say trust in my group has broken down a bit. I think it's all my fault and I've gotten a lot of good advice from this thread about how to fix it so I appreciate that very much. Thank you. I hope this post made more sense than my last one. :blush: [/QUOTE]
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