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(Update) DM Decision: Player mistake- what would you do
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<blockquote data-quote="DonTadow" data-source="post: 2768792" data-attributes="member: 22622"><p>There's adifference between you and I. I don't change my style. I pick players whom enjoy playing my style. I might adapt my style and add to my repetoire. I'd rather be an expert in something than a jack of all trades. The most important reason I run my game is because I enjoy it. I enjoy my style and I enjoy my players enjoying my style. Luckily I have a style that is very adapatable and a lot can be added or subtracted at a whim. One thing that is not my style is over the top cartoon antics. </p><p></p><p>I've already said that cutting the player is not an option, though i agree with swrushign that would be the best solution for me, it is not the best solution for the party because of the previously listed reasons. </p><p></p><p>You seem to be assuming that I run a death trap filled level every single time, full of pits and death rays. Which is not so. But on the last level of my fortress's I tend to pull out all the stops so to speak. There is a proceedingly difficult curve the levels go to until the final level which usually is the most deadly. </p><p></p><p>Are you suggesting that I take death away as an option all together for pcs? From what I"m reading, you're suggesting I try things other than death (which I do). The only solution I would have that would satifiy this players style would be to remove death as a consequence all together. I won't say my personal preference on this style, but I will say that I know my players enough to know that they'd hate this type of campaign. Some would almost prefer to die as opposed to other haneious consequences they've endured. </p><p></p><p>When the majority gets that they want its not called favoritism its called majority rules. The campaign is not anti the sixth player. There is no reason she can not adapt to it, nor a reason why she herself could not quit playying if she was not having fun. What i do is put in stuff the majoirty wants or that is fun for the majority. Now, eveyrone doesnt like the same thing , so i always sprinkelin niche stuff here and there. What I won't do is water down another player's idea of fun. </p><p></p><p>She enjoys the current style of the game, but every now and then (agani not every session) she does something that baffles me or something that is down right crazy. I have no intention on removing or designing easier encounters at locations or places at places I would have nornmally put a difficult encounter. Like I said earlier, this player found a way to get herself killed in a trap that had 4 or 5 ways of avoiding it. I own grimtooth's wurst traps, and I've ptu some of them in my games. This wasn't one of them. If I were rating it, it would be a 2 skulls. It was too easy to avoid.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2768792, member: 22622"] There's adifference between you and I. I don't change my style. I pick players whom enjoy playing my style. I might adapt my style and add to my repetoire. I'd rather be an expert in something than a jack of all trades. The most important reason I run my game is because I enjoy it. I enjoy my style and I enjoy my players enjoying my style. Luckily I have a style that is very adapatable and a lot can be added or subtracted at a whim. One thing that is not my style is over the top cartoon antics. I've already said that cutting the player is not an option, though i agree with swrushign that would be the best solution for me, it is not the best solution for the party because of the previously listed reasons. You seem to be assuming that I run a death trap filled level every single time, full of pits and death rays. Which is not so. But on the last level of my fortress's I tend to pull out all the stops so to speak. There is a proceedingly difficult curve the levels go to until the final level which usually is the most deadly. Are you suggesting that I take death away as an option all together for pcs? From what I"m reading, you're suggesting I try things other than death (which I do). The only solution I would have that would satifiy this players style would be to remove death as a consequence all together. I won't say my personal preference on this style, but I will say that I know my players enough to know that they'd hate this type of campaign. Some would almost prefer to die as opposed to other haneious consequences they've endured. When the majority gets that they want its not called favoritism its called majority rules. The campaign is not anti the sixth player. There is no reason she can not adapt to it, nor a reason why she herself could not quit playying if she was not having fun. What i do is put in stuff the majoirty wants or that is fun for the majority. Now, eveyrone doesnt like the same thing , so i always sprinkelin niche stuff here and there. What I won't do is water down another player's idea of fun. She enjoys the current style of the game, but every now and then (agani not every session) she does something that baffles me or something that is down right crazy. I have no intention on removing or designing easier encounters at locations or places at places I would have nornmally put a difficult encounter. Like I said earlier, this player found a way to get herself killed in a trap that had 4 or 5 ways of avoiding it. I own grimtooth's wurst traps, and I've ptu some of them in my games. This wasn't one of them. If I were rating it, it would be a 2 skulls. It was too easy to avoid. [/QUOTE]
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