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Warlock in party with Quasit breaking story
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<blockquote data-quote="hastur_nz" data-source="post: 7132577" data-attributes="member: 40592"><p>This is a classic DM problem, not just for people who are somewhat new to being a DM, but one I've seen from an old-timer once, too.</p><p></p><p>Basically, it's not the DM's job to "force fun upon the players". In fact, if you go too far down that road, you will probably force the campaign to end prematurely.</p><p></p><p>From what I've read, you can:</p><p>* Tighten up on exactly what the PC's abilities really can and can't do, which will turn an "auto win" stealth button, to something more realistic. That's definitely worth doing, and I think it's all outlined already.</p><p>* definitely work on making sure that the game doesn't slow down to the point where only one player and the DM are involved - just don't let all the "stealth mission" part get bogged down in detail, simply ask the player their basic mode of operation, maybe ask for a roll or two if you think it's required for success vs failure, then narrate the outcome(s). Don't force the other players to wait endlessly for anything to do. Unless they somehow enjoy that part.</p><p>* make sure that the information gained from scouting is helpful, but not "auto win". For example, exact numbers may vary; monsters move around; if the stealth failed there are consequences; etc. Let the player benefit from their choices, but make sure it can still lead to interesting outcomes.</p><p></p><p>The key point, for any DM and especially a new one, is to:</p><p>1) know the rules, and apply them fairly</p><p>2) don't screw your players out of legitimate choices that the table finds fun</p><p></p><p>As DM, it's your job to help facilitate a fun group experience, and part of your fun needs to come out of all the players having fun. Try not to fall into the trap of thinking "Bob is ruining my plots!" - instead, try and think, "Bob's doing a good job of figuring out part of the plot, let's see how I can work with that and make sure that leads to even more fun". In other words, take it as a challenge to become a better DM. As noted by others, the 'problem' you are having with a PC who can scout really well, will only get more pronounced as you run higher level PC's with increasing "I win" spell choices. Let the players have their fun, make sure you don't turn it into an arms race, but work on ways to make sure that the outcomes of their efforts are rewarded but can also lead to interesting and fun outcomes.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7132577, member: 40592"] This is a classic DM problem, not just for people who are somewhat new to being a DM, but one I've seen from an old-timer once, too. Basically, it's not the DM's job to "force fun upon the players". In fact, if you go too far down that road, you will probably force the campaign to end prematurely. From what I've read, you can: * Tighten up on exactly what the PC's abilities really can and can't do, which will turn an "auto win" stealth button, to something more realistic. That's definitely worth doing, and I think it's all outlined already. * definitely work on making sure that the game doesn't slow down to the point where only one player and the DM are involved - just don't let all the "stealth mission" part get bogged down in detail, simply ask the player their basic mode of operation, maybe ask for a roll or two if you think it's required for success vs failure, then narrate the outcome(s). Don't force the other players to wait endlessly for anything to do. Unless they somehow enjoy that part. * make sure that the information gained from scouting is helpful, but not "auto win". For example, exact numbers may vary; monsters move around; if the stealth failed there are consequences; etc. Let the player benefit from their choices, but make sure it can still lead to interesting outcomes. The key point, for any DM and especially a new one, is to: 1) know the rules, and apply them fairly 2) don't screw your players out of legitimate choices that the table finds fun As DM, it's your job to help facilitate a fun group experience, and part of your fun needs to come out of all the players having fun. Try not to fall into the trap of thinking "Bob is ruining my plots!" - instead, try and think, "Bob's doing a good job of figuring out part of the plot, let's see how I can work with that and make sure that leads to even more fun". In other words, take it as a challenge to become a better DM. As noted by others, the 'problem' you are having with a PC who can scout really well, will only get more pronounced as you run higher level PC's with increasing "I win" spell choices. Let the players have their fun, make sure you don't turn it into an arms race, but work on ways to make sure that the outcomes of their efforts are rewarded but can also lead to interesting and fun outcomes. [/QUOTE]
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