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Was I being a dick to do this.
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<blockquote data-quote="fanboy2000" data-source="post: 5459649" data-attributes="member: 19998"><p>You and I have very different definitions for force. I do not believe that designing an encounter to be very difficult and having NPCs outright say as much is forcing. I realize that some players equate being told not to do something is a hint that it should be done, but I want to point out that the majority of the group apparently rejects that idea. </p><p></p><p>Tricking the players into difficult encounters by encouraging them to believe the fight will be easier than it is, that's being a dick. Telling the players that a fight will be difficult, when it is difficult, so far from being a dick it's practically orbiting another star. While the OP uses the word trick, I find it very hard to apply it to a situation where the NPCs say the encounter will be tough, and it's a tough encounter. That's not tricking, that's truth in advertising.</p><p></p><p>In fact, the rogue seemed to think that the DM was being a dick and basing his decisions on the notion that the DM created a world filled with liars and sissies.</p><p></p><p>I actually think this was a good way of handling things. What better way to show players that the NPCs are know what they are talking about than by having them correctly state the facts of an encounter? Sure, you could say beforehand "if an NPC says it's going to be a touch fight, you should believe them", but then the DM's foreclosed the possibility of creating an NPC who is a mistaken, or downright rotten.</p><p></p><p>I would like to point out that the rogue was incorrectly metagaming. Orcs in Eberron are not cannon fodder. It's a selling point of the setting, and the rogue had access to that info.</p><p></p><p>That said, I think the best way to combat metagaming is the create situations where metagaming fails to deliver the correct result. Telling people not to metagame when metagaming delivers results is counter-productive. </p><p></p><p>Also, the players are, quite often, the DMs entertainment. Watching a player's reaction to the situations I create is a major part of the fun for me. I don't think that makes me a bad person.</p><p></p><p>I like handling things in game, as they add flavor to the world and give the players choice in how they play their PCs. The encounter was doable, avoidable, and fit the flavor of the setting and session. If the encounter was unavoidable, clearly lethal, and stuck out like a sore thumb, I would agree with you. But to me, this is the sort of thing that makes RPGs different from other games. Players have more choices and wider variety of consequences. The players didn't die, they ran away and learned something. The rogue left the group later for an unrelated reason. Frankly, it seems to have gone-over fine.</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 5459649, member: 19998"] You and I have very different definitions for force. I do not believe that designing an encounter to be very difficult and having NPCs outright say as much is forcing. I realize that some players equate being told not to do something is a hint that it should be done, but I want to point out that the majority of the group apparently rejects that idea. Tricking the players into difficult encounters by encouraging them to believe the fight will be easier than it is, that's being a dick. Telling the players that a fight will be difficult, when it is difficult, so far from being a dick it's practically orbiting another star. While the OP uses the word trick, I find it very hard to apply it to a situation where the NPCs say the encounter will be tough, and it's a tough encounter. That's not tricking, that's truth in advertising. In fact, the rogue seemed to think that the DM was being a dick and basing his decisions on the notion that the DM created a world filled with liars and sissies. I actually think this was a good way of handling things. What better way to show players that the NPCs are know what they are talking about than by having them correctly state the facts of an encounter? Sure, you could say beforehand "if an NPC says it's going to be a touch fight, you should believe them", but then the DM's foreclosed the possibility of creating an NPC who is a mistaken, or downright rotten. I would like to point out that the rogue was incorrectly metagaming. Orcs in Eberron are not cannon fodder. It's a selling point of the setting, and the rogue had access to that info. That said, I think the best way to combat metagaming is the create situations where metagaming fails to deliver the correct result. Telling people not to metagame when metagaming delivers results is counter-productive. Also, the players are, quite often, the DMs entertainment. Watching a player's reaction to the situations I create is a major part of the fun for me. I don't think that makes me a bad person. I like handling things in game, as they add flavor to the world and give the players choice in how they play their PCs. The encounter was doable, avoidable, and fit the flavor of the setting and session. If the encounter was unavoidable, clearly lethal, and stuck out like a sore thumb, I would agree with you. But to me, this is the sort of thing that makes RPGs different from other games. Players have more choices and wider variety of consequences. The players didn't die, they ran away and learned something. The rogue left the group later for an unrelated reason. Frankly, it seems to have gone-over fine. [/QUOTE]
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