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Venting (a long rant)
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<blockquote data-quote="Tratyn Runewind" data-source="post: 258027" data-attributes="member: 685"><p>Hello!</p><p></p><p></p><p></p><p>ROCK 'EM SOCK 'EM GAUNTLETS! Gotta love it. "You knocked my block off!"</p><p></p><p></p><p></p><p>Suicide as atonement, while perhaps realistic for harsh lawfuls, generally does not improve the game experience, you're right. Perhaps a peek at the character's fate - his petitioner (basically, spirit, see <em>Manual of the Planes</em>) being tormented by minions of Bane for all eternity, while they explain to him and everyone else entering Bane's realm what a complete pathetic loser he was and how suicide is proof that he was never worthy to wield the gauntlet in the first place - will help discourage that sort of thing in the future.</p><p></p><p>As to him being a munchkin - well, maybe. But my own munchkin-quotient is pretty high, and if my favorite munckhin-toy were dissolved by some stupid monster, my first thought would not be suicide, but an all-consuming lust for REVENGE. Then again, if I had lost the toy through the utter stupidity of attacking an obviously acidic monster with it, I might drop dead of sheer embarrassment.</p><p></p><p></p><p></p><p>This sounds like part of the problem right here. Who needs to blow scarce gold on a <em>crystal ball</em> or precious Skill Points on Gather Information when you can learn all the hidden information you need before the game even starts? </p><p></p><p></p><p></p><p>YOU left their options narrow? Sounds more like THEY narrowed their own options by ignoring those you presented and going straight to the main event. And then THEY discard the option of potential surprise, with a creature somewhere ahead that they apparently KNOW is more powerful than they, by KNOCKING ON THE DOOR...TWICE. Priceless. And then there's the option of living to fight another day. Why even bother being evil if you won't abandon your mission or your friends for the sake of your own survival?</p><p></p><p></p><p></p><p>This may be true, but it shouldn't really be relevant once you're ready and the game actually does start. Yeah, it may make the players a bit more impatient, but I think generous amounts of courtesy and patience are always in order with a novice DM. And a certain amount of pre-game preparation is more or less inevitable, often having to do with players asking about final details and follow-up of stuff that happened the previous session. A deck of cards, a quick-playing boardgame, or a console videogame can keep players who are not involved in the preparations occupied until things are ready to roll - it's a lot better than impatient toe-tapping, hurry-up glares, or sneaking peeks at the adventure map.</p><p></p><p></p><p></p><p>Well, it's good to hear you got something out of the experience. Good luck with your next session!</p></blockquote><p></p>
[QUOTE="Tratyn Runewind, post: 258027, member: 685"] Hello! ROCK 'EM SOCK 'EM GAUNTLETS! Gotta love it. "You knocked my block off!" Suicide as atonement, while perhaps realistic for harsh lawfuls, generally does not improve the game experience, you're right. Perhaps a peek at the character's fate - his petitioner (basically, spirit, see [i]Manual of the Planes[/i]) being tormented by minions of Bane for all eternity, while they explain to him and everyone else entering Bane's realm what a complete pathetic loser he was and how suicide is proof that he was never worthy to wield the gauntlet in the first place - will help discourage that sort of thing in the future. As to him being a munchkin - well, maybe. But my own munchkin-quotient is pretty high, and if my favorite munckhin-toy were dissolved by some stupid monster, my first thought would not be suicide, but an all-consuming lust for REVENGE. Then again, if I had lost the toy through the utter stupidity of attacking an obviously acidic monster with it, I might drop dead of sheer embarrassment. This sounds like part of the problem right here. Who needs to blow scarce gold on a [i]crystal ball[/i] or precious Skill Points on Gather Information when you can learn all the hidden information you need before the game even starts? YOU left their options narrow? Sounds more like THEY narrowed their own options by ignoring those you presented and going straight to the main event. And then THEY discard the option of potential surprise, with a creature somewhere ahead that they apparently KNOW is more powerful than they, by KNOCKING ON THE DOOR...TWICE. Priceless. And then there's the option of living to fight another day. Why even bother being evil if you won't abandon your mission or your friends for the sake of your own survival? This may be true, but it shouldn't really be relevant once you're ready and the game actually does start. Yeah, it may make the players a bit more impatient, but I think generous amounts of courtesy and patience are always in order with a novice DM. And a certain amount of pre-game preparation is more or less inevitable, often having to do with players asking about final details and follow-up of stuff that happened the previous session. A deck of cards, a quick-playing boardgame, or a console videogame can keep players who are not involved in the preparations occupied until things are ready to roll - it's a lot better than impatient toe-tapping, hurry-up glares, or sneaking peeks at the adventure map. Well, it's good to hear you got something out of the experience. Good luck with your next session! [/QUOTE]
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