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<blockquote data-quote="Hautamaki" data-source="post: 5796558" data-attributes="member: 42219"><p>All that needs to happen is that players need to be aware that there are penalties for abusing the idea of the 15MAD. If players are abusing it and you don't like it because it's wrecking balance and/or adventure design, just punish them for it with some wandering monsters or the villains powering up their lairs or whatever there's 100 ways to do so that we all know about. One or two object lessons in the dangers of using all your day's allocation of resources in a single encounter and then resting for the rest of the day should be enough to get your players off that style of gaming.</p><p></p><p>I think that one of the big psychological hurdles you have to overcome is a willingness to punish your players for poor strategic choices. There has been a big movement in D&D over the years to say 'yes' to whatever players say; to give them what they want; allow them to try whatever they want. However this has been conflated in many cases with meaning that players can never make a poor choice and thus it would be wrong to punish them for any choice they make. In my experience, players do not actually want this much narrative control; in world where they can do anything and get away with it, their choices lose all meaning and thus the fun is sucked out of the game.</p><p></p><p>Therefore as a DM I think it's important to have a vision of what 'good' play is and enforce that vision with real consequences for the players. It doesn't have to be an excessively narrow vision, and certainly the DM should try to remain open to possibilities he/she didn't foresee, but still there does need to be obvious poor choices that are duly punished in order for the game to have any meaning to the players. The DM needs to be willing to kill the PCs at any time if they make poor choices, EVEN IF those poor choices aren't necessarily immediately apparent to them. If you take off the kid gloves, you may find everyone having a lot more fun.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5796558, member: 42219"] All that needs to happen is that players need to be aware that there are penalties for abusing the idea of the 15MAD. If players are abusing it and you don't like it because it's wrecking balance and/or adventure design, just punish them for it with some wandering monsters or the villains powering up their lairs or whatever there's 100 ways to do so that we all know about. One or two object lessons in the dangers of using all your day's allocation of resources in a single encounter and then resting for the rest of the day should be enough to get your players off that style of gaming. I think that one of the big psychological hurdles you have to overcome is a willingness to punish your players for poor strategic choices. There has been a big movement in D&D over the years to say 'yes' to whatever players say; to give them what they want; allow them to try whatever they want. However this has been conflated in many cases with meaning that players can never make a poor choice and thus it would be wrong to punish them for any choice they make. In my experience, players do not actually want this much narrative control; in world where they can do anything and get away with it, their choices lose all meaning and thus the fun is sucked out of the game. Therefore as a DM I think it's important to have a vision of what 'good' play is and enforce that vision with real consequences for the players. It doesn't have to be an excessively narrow vision, and certainly the DM should try to remain open to possibilities he/she didn't foresee, but still there does need to be obvious poor choices that are duly punished in order for the game to have any meaning to the players. The DM needs to be willing to kill the PCs at any time if they make poor choices, EVEN IF those poor choices aren't necessarily immediately apparent to them. If you take off the kid gloves, you may find everyone having a lot more fun. [/QUOTE]
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