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The stupid expectations of some DMs...
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<blockquote data-quote="rounser" data-source="post: 211503" data-attributes="member: 1106"><p>Hey, whoa there, that's constructive and all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Evidence from the other threads suggest that DMs seem to have no compunctions about calling their players "stupid", so I think that there's room to even the balance a little. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Nevertheless, you raise a good point. I would suggest that one of the best solutions is raised by Psion as one of his review criteria; don't put "bottlenecks" into your adventures. That way, if the PCs don't meet the DM's expectations of them, the adventure can proceed in some other way. This doesn't address the issue of lessening miscommunication, though, especially when the DM (or module designer) is attempting to be subtle.</p><p></p><p>------ RttToEE SPOILER -----</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>The hint in the document in the moathouse was completely missed by my players, probably because they're used to D&D and it was a rather Call of Cthulhu play style clue. (I think Monte Cook's years of CoC play have rubbed off on him a bit.) This is an example of a kind of bottleneck-for-play-to-proceed-further which I think is probably best to avoid, and also an example of where deliberate subtlety on the designer's part can simply go over player's heads.</p></blockquote><p></p>
[QUOTE="rounser, post: 211503, member: 1106"] Hey, whoa there, that's constructive and all. :) Evidence from the other threads suggest that DMs seem to have no compunctions about calling their players "stupid", so I think that there's room to even the balance a little. :) Nevertheless, you raise a good point. I would suggest that one of the best solutions is raised by Psion as one of his review criteria; don't put "bottlenecks" into your adventures. That way, if the PCs don't meet the DM's expectations of them, the adventure can proceed in some other way. This doesn't address the issue of lessening miscommunication, though, especially when the DM (or module designer) is attempting to be subtle. ------ RttToEE SPOILER ----- The hint in the document in the moathouse was completely missed by my players, probably because they're used to D&D and it was a rather Call of Cthulhu play style clue. (I think Monte Cook's years of CoC play have rubbed off on him a bit.) This is an example of a kind of bottleneck-for-play-to-proceed-further which I think is probably best to avoid, and also an example of where deliberate subtlety on the designer's part can simply go over player's heads. [/QUOTE]
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