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The tale of a Rat Bastard DM
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<blockquote data-quote="Default Name Player" data-source="post: 173199" data-attributes="member: 2667"><p>To be honest, I think the fault lies with both the DM and the player: First, the player over-reacted for storming off, which is a bit childish without first discussing the issue like adults.</p><p></p><p>Second, it seems like the DM had a vendetta, based on the line "So I taugh them a lesson". Now, at this point we're at a stylistic difference. Some DMs like to run their campaigns rigidly, with a certain set ways of doing things, while others are more freeform (I'm more of a latter that adapts the campaign and adventure as it goes on, so basically the players help weave the story). I'm not too crazy about the "having 4 ways to recover the item", because it's tantamount to having the players read the DMs mind unless you drop clues or nudge the PCs a bit.</p><p></p><p>Now, you did say that you that you warned the players that the Red Wizard has a high level of majical security. Unfortunately, if I was a player, maybe this means that the DM is warning us that we need to be careful when sneaking in? That our Rogue needs to be extra careful? Did you somehow weave the warning into the story, like having someone the PCs trust/respect say this, or maybe show the PCs in some way without having to "teach them a lesson"?</p><p></p><p>In the end, I don't believe the players should have been "taught a lesson" unless the players repeatedly ignored obvious signs. PCs should have the ability to die, but not if it's done unfairly.</p></blockquote><p></p>
[QUOTE="Default Name Player, post: 173199, member: 2667"] To be honest, I think the fault lies with both the DM and the player: First, the player over-reacted for storming off, which is a bit childish without first discussing the issue like adults. Second, it seems like the DM had a vendetta, based on the line "So I taugh them a lesson". Now, at this point we're at a stylistic difference. Some DMs like to run their campaigns rigidly, with a certain set ways of doing things, while others are more freeform (I'm more of a latter that adapts the campaign and adventure as it goes on, so basically the players help weave the story). I'm not too crazy about the "having 4 ways to recover the item", because it's tantamount to having the players read the DMs mind unless you drop clues or nudge the PCs a bit. Now, you did say that you that you warned the players that the Red Wizard has a high level of majical security. Unfortunately, if I was a player, maybe this means that the DM is warning us that we need to be careful when sneaking in? That our Rogue needs to be extra careful? Did you somehow weave the warning into the story, like having someone the PCs trust/respect say this, or maybe show the PCs in some way without having to "teach them a lesson"? In the end, I don't believe the players should have been "taught a lesson" unless the players repeatedly ignored obvious signs. PCs should have the ability to die, but not if it's done unfairly. [/QUOTE]
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