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<blockquote data-quote="jdrakeh" data-source="post: 3172442" data-attributes="member: 13892"><p>This screams "If you don't do it my way, you're stupid!" (if what you quoted above was what you actually said). </p><p></p><p></p><p></p><p>It spells out something, but I'm not what I expect you intended it to spell out. After all, you must have approved the characters that you complained about on this thread, because they were playing them. So what if you condemned <em>different</em> characters? </p><p></p><p>When you give characters your stamp of approval as a GM, the only thing that it spells out is "These characters are acceptable" -- which you cleary didn't think they were, given your mocking references to them in this thread. </p><p></p><p>If you approved the player characters for deployment, sending the message to the players that they were acceptable, I fail to see how their failure to build "good" characters is <em>their[/i ]fault. For all they knew, their characters <em>were</em> up to your personal standards of excellence. </em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em>Honestly, the way you painted the situation, they would have died no matter what, due to their poor character creeation choices. That's how you came off very early in this thread. Sure, their bad choices (and they did make some bad choices) compounded this perceieved fault, but why did you mention (multiple times) the non-combat effectivenesss of the individual characters and party composition if it didn't matter at all? </em></p><p><em></em></p><p><em>Very early on in this thead, it was a big part of why they died. Now that you've been offered some constructive criticism suggesting that you should try <em>cooperating</em> with players to make sure that what they think is cool is also a viable character choice, you're backing off of your earlier complaints in an effor to disown repsonsibility. </em></p><p><em></em></p><p><em>Look, the bottom line is this: </em></p><p><em></em></p><p><em>It's starting to become very apparent that what your players wanted out of the game and what you wanted out of the campaign was <em>entirely</em> different. You wanted ass kickers and they wanted, well, whatever it was that they wanted -- obviously not tactical ass kickers, judging by their character choices and what you said their first characters looked like. </em></p><p><em></em></p><p><em>You said you sense that your players are secretly holding a grudge against you for the way that the encounter in question played out. You said you 'could tell" that they wanted to complain. That kind of secret animosity doesn't exist without reason. You can take my advice or leave it, but mark my words -- </em></p><p><em></em></p><p><em><em>If you make a habit of killing off PCs that you don't dig or that don't stack up to the placeholder party that the adventure designers had in mind, your campaigns won't last very long.</em></em></p><p><em></em></p><p><em>Remember, people only play in any given camapign until something better (i.e., more fun) comes along. Raise the bar and head off disgruntled players at the pass -- <em>be that something better</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></em></p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3172442, member: 13892"] This screams "If you don't do it my way, you're stupid!" (if what you quoted above was what you actually said). It spells out something, but I'm not what I expect you intended it to spell out. After all, you must have approved the characters that you complained about on this thread, because they were playing them. So what if you condemned [i]different[/i] characters? When you give characters your stamp of approval as a GM, the only thing that it spells out is "These characters are acceptable" -- which you cleary didn't think they were, given your mocking references to them in this thread. If you approved the player characters for deployment, sending the message to the players that they were acceptable, I fail to see how their failure to build "good" characters is [i]their[/i ]fault. For all they knew, their characters [i]were[/i] up to your personal standards of excellence. Honestly, the way you painted the situation, they would have died no matter what, due to their poor character creeation choices. That's how you came off very early in this thread. Sure, their bad choices (and they did make some bad choices) compounded this perceieved fault, but why did you mention (multiple times) the non-combat effectivenesss of the individual characters and party composition if it didn't matter at all? Very early on in this thead, it was a big part of why they died. Now that you've been offered some constructive criticism suggesting that you should try [i]cooperating[/i] with players to make sure that what they think is cool is also a viable character choice, you're backing off of your earlier complaints in an effor to disown repsonsibility. Look, the bottom line is this: It's starting to become very apparent that what your players wanted out of the game and what you wanted out of the campaign was [i]entirely[/i] different. You wanted ass kickers and they wanted, well, whatever it was that they wanted -- obviously not tactical ass kickers, judging by their character choices and what you said their first characters looked like. You said you sense that your players are secretly holding a grudge against you for the way that the encounter in question played out. You said you 'could tell" that they wanted to complain. That kind of secret animosity doesn't exist without reason. You can take my advice or leave it, but mark my words -- [i]If you make a habit of killing off PCs that you don't dig or that don't stack up to the placeholder party that the adventure designers had in mind, your campaigns won't last very long.[/i] Remember, people only play in any given camapign until something better (i.e., more fun) comes along. Raise the bar and head off disgruntled players at the pass -- [i]be that something better[/i] ;)[/i] [/QUOTE]
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