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<blockquote data-quote="bloodtide" data-source="post: 9162677" data-attributes="member: 6684958"><p>Well....game over. They found and fought the orc brothers....and TPK. So, on to a new campaign...</p><p></p><p>My question was not really about this game, or the three players. It was a more general question. Really any time I encounter fifth generation type gamers I run into the creation problem. </p><p></p><p>So many players have this odd Player Rule they want DMs to follow: The DM may not alter or change an encounter once the encounter starts. Of course, in any traditional game the players would never know...but many more neo DMs tell their players everything. Though in any case the players will always say "it's wrong" and the DM "must not do it" </p><p></p><p>But why? To me, it seems silly and pointless. Even if the DM did not add something to an encounter, they could just do so in the next encounter. So for the players to get all worked up over "DM you are forbidden from changing encounter four!", but then saying "Oh sure DM you can make encounter five anything!"</p><p></p><p>I'm much more of a Plan type DM. I have tons of pre made content. And my default NPC has a ton of equipment: what I think an average person would have based on everything about the character. Most fifth generation players and DMs don't care about equipment: at the most they can only be bothered to say they have the "equipment pack" from page 11." Though few fifth generation type games even use equipment other then "tools" needed for game rule actions. So anything I create will have a ton more stuff then nearly all players can even dream of...</p><p></p><p>And this hold true for "Improv" too. When I'm just improving a Orc Warrior to just 'pop' in from thin air with equipment and magic items. So when they "suddenly" use something a minute later, I had already thought they had it. Of course with nothing written down, the players will always think "the DM just made it up" in some hostile way. </p><p></p><p>So my question here was: what do other improv DMs do? </p><p></p><p>I have no problem with all my good players, as they understand things. So, it's just all the 'other' players I play with sometimes. The type of player that just go crazy yelling when I have a drow drink a potion. </p><p></p><p>But these players do play in other game where the DM improvs the whole game. And the players never react that way. They just accept whatever the DM says and don't cause a problem.</p><p></p><p>So, is there a special modern "buzz word" I can say to calm them down?</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9162677, member: 6684958"] Well....game over. They found and fought the orc brothers....and TPK. So, on to a new campaign... My question was not really about this game, or the three players. It was a more general question. Really any time I encounter fifth generation type gamers I run into the creation problem. So many players have this odd Player Rule they want DMs to follow: The DM may not alter or change an encounter once the encounter starts. Of course, in any traditional game the players would never know...but many more neo DMs tell their players everything. Though in any case the players will always say "it's wrong" and the DM "must not do it" But why? To me, it seems silly and pointless. Even if the DM did not add something to an encounter, they could just do so in the next encounter. So for the players to get all worked up over "DM you are forbidden from changing encounter four!", but then saying "Oh sure DM you can make encounter five anything!" I'm much more of a Plan type DM. I have tons of pre made content. And my default NPC has a ton of equipment: what I think an average person would have based on everything about the character. Most fifth generation players and DMs don't care about equipment: at the most they can only be bothered to say they have the "equipment pack" from page 11." Though few fifth generation type games even use equipment other then "tools" needed for game rule actions. So anything I create will have a ton more stuff then nearly all players can even dream of... And this hold true for "Improv" too. When I'm just improving a Orc Warrior to just 'pop' in from thin air with equipment and magic items. So when they "suddenly" use something a minute later, I had already thought they had it. Of course with nothing written down, the players will always think "the DM just made it up" in some hostile way. So my question here was: what do other improv DMs do? I have no problem with all my good players, as they understand things. So, it's just all the 'other' players I play with sometimes. The type of player that just go crazy yelling when I have a drow drink a potion. But these players do play in other game where the DM improvs the whole game. And the players never react that way. They just accept whatever the DM says and don't cause a problem. So, is there a special modern "buzz word" I can say to calm them down? [/QUOTE]
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