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TPK Dillema
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<blockquote data-quote="KarinsDad" data-source="post: 5719103" data-attributes="member: 2011"><p>You do what???</p><p></p><p>I'm seriously glad that you are not my DM. Talk about spoon feeding your players. A small hint here or there? Sure. But even the phrase "do you <em>REALLY</em> want to do that?" emphasizing "really" seems to be a bit overboard, but the rest of your "I must try to save the PC at all costs" style of DMing seems way over the top.</p><p></p><p>Yes, if you are trying to teach 10 year olds how to play the game, a strong level of PC protection is in order to maintain the fun, but for adults? The DM has dropped the original hint that this is an NPC to not mess with, the DM then asked the player "really?" and the player keeps going, you then give him an Int roll to ask "do you really really want to do that?"?</p><p></p><p><em>REALLY</em>? <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>I personally don't think that the DM should ever drop more than a single hint. After that, it's the player's responsibility to roleplay his PC, not the DM's. In fact as a player, I would be a bit insulted in the DM decided to keep asking me if I really wanted to do something. Maybe I have a plan that the DM knows nothing about.</p><p></p><p>It's like what happens in our game in combat. Over and over again, the players start discussing tactics cross table. Sooner or later, I say "Ok, enough of the big tactical discussion. Let Fred make his own decisions.". Let each player make his or her own decisions for his or her own PC. The DM should stay out of that and the other players should stay out of that as well. It's not their PC. Mentioning something once in a while, fine. But discussing every PC's actions nearly every round, no (and that sometimes happens in our game, so eventually I put a halt to it).</p><p></p><p>Are you playing Monopoly, or an RPG? In an RPG, the player should decide for his PC without being coerced by other players or the DM. For all you know, there might be cases where the "stupid action" turns out in the long run to be absolutely brilliant, either tactically or for long term campaign reasons.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5719103, member: 2011"] You do what??? I'm seriously glad that you are not my DM. Talk about spoon feeding your players. A small hint here or there? Sure. But even the phrase "do you [i]REALLY[/i] want to do that?" emphasizing "really" seems to be a bit overboard, but the rest of your "I must try to save the PC at all costs" style of DMing seems way over the top. Yes, if you are trying to teach 10 year olds how to play the game, a strong level of PC protection is in order to maintain the fun, but for adults? The DM has dropped the original hint that this is an NPC to not mess with, the DM then asked the player "really?" and the player keeps going, you then give him an Int roll to ask "do you really really want to do that?"? [i]REALLY[/i]? :lol: I personally don't think that the DM should ever drop more than a single hint. After that, it's the player's responsibility to roleplay his PC, not the DM's. In fact as a player, I would be a bit insulted in the DM decided to keep asking me if I really wanted to do something. Maybe I have a plan that the DM knows nothing about. It's like what happens in our game in combat. Over and over again, the players start discussing tactics cross table. Sooner or later, I say "Ok, enough of the big tactical discussion. Let Fred make his own decisions.". Let each player make his or her own decisions for his or her own PC. The DM should stay out of that and the other players should stay out of that as well. It's not their PC. Mentioning something once in a while, fine. But discussing every PC's actions nearly every round, no (and that sometimes happens in our game, so eventually I put a halt to it). Are you playing Monopoly, or an RPG? In an RPG, the player should decide for his PC without being coerced by other players or the DM. For all you know, there might be cases where the "stupid action" turns out in the long run to be absolutely brilliant, either tactically or for long term campaign reasons. [/QUOTE]
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