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<blockquote data-quote="Darkness" data-source="post: 2178879" data-attributes="member: 13"><p>If an NPC does something that's normally impossible (for someone with her abilities), she'd better have a magic item, template or similar explanation for it.</p><p>If that's not the case, i.e. the DM is just making stuff up, that might bother me, depending on the nature and scale of the incident. If what you're planning is that good, you also should be able to provide a satisfactory start. Including a reason why some things temporarily don't work as they ought to.</p><p>Anyway, it needs to be interesting or good. Otherwise, why would you even go to this effort and confuse your players with inconsistent rulings? That's where I draw the line. If you cross it, there need to be some serious mitigating circumstances for me to play with you again. (Note: Playing isn't a big interest of mine - I'd rather GM. So if I am to do something I don't prefer, it'd better be worth my while. YMMV.)</p><p>Once again - there's a lot you can do with magic (items), templates, etc. Need a to give a character the (e.g., spell-like) ability to use <em>mass charm</em>? Well, find (or create) a template, give it to the character, and find a reason why she has it. Same thing with items.</p><p></p><p>Sure, that doesn't make a railroading, <em>if applicable</em>, much less of one. But if you're going to resort to heavy-handed tactics, the least you can do is find an in-game explanation. That doesn't break suspension of disbelief as much and also means the PCs might well have a chance to deal with this special power (or its source) later on. No. That depends on what your players want.</p><p></p><p>As a player, I don't care for stories that require heavy-handed DM intervention so they can follow a script or some such.</p><p></p><p>As a DM, I'm willing to gently nudge things a little every now and then if it makes for a better game <em>for my players</em>. If such very subtle methods don't get the job done, I'm unlikely to intervene more forcefully. Obviously, assuming you can indeed pull it off well. It's not always easy, after all.</p></blockquote><p></p>
[QUOTE="Darkness, post: 2178879, member: 13"] If an NPC does something that's normally impossible (for someone with her abilities), she'd better have a magic item, template or similar explanation for it. If that's not the case, i.e. the DM is just making stuff up, that might bother me, depending on the nature and scale of the incident. If what you're planning is that good, you also should be able to provide a satisfactory start. Including a reason why some things temporarily don't work as they ought to. Anyway, it needs to be interesting or good. Otherwise, why would you even go to this effort and confuse your players with inconsistent rulings? That's where I draw the line. If you cross it, there need to be some serious mitigating circumstances for me to play with you again. (Note: Playing isn't a big interest of mine - I'd rather GM. So if I am to do something I don't prefer, it'd better be worth my while. YMMV.) Once again - there's a lot you can do with magic (items), templates, etc. Need a to give a character the (e.g., spell-like) ability to use [i]mass charm[/i]? Well, find (or create) a template, give it to the character, and find a reason why she has it. Same thing with items. Sure, that doesn't make a railroading, [i]if applicable[/i], much less of one. But if you're going to resort to heavy-handed tactics, the least you can do is find an in-game explanation. That doesn't break suspension of disbelief as much and also means the PCs might well have a chance to deal with this special power (or its source) later on. No. That depends on what your players want. As a player, I don't care for stories that require heavy-handed DM intervention so they can follow a script or some such. As a DM, I'm willing to gently nudge things a little every now and then if it makes for a better game [i]for my players[/i]. If such very subtle methods don't get the job done, I'm unlikely to intervene more forcefully. Obviously, assuming you can indeed pull it off well. It's not always easy, after all. [/QUOTE]
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