Snowy said:... I decided that I would run a module as a lead in to my own creations. I sat down with the players and told them the barest description of the intro to the module (standard gaurd a caravan plot hook) and asked them to work out a reason why their character wanted to be going along. Its a bit of a cop out but it did mean that the start of the adventure and their joining as a party went smoothly.
Hmm a bit long winded, was this BAD DMing (tm) or acceptable?
Right. Put another way, starting off by essentially telling the DM that you don't trust him/her to provide an entertaining time isn't productive.Joshua Randall said:I always bite at the plot hooks. After all, if you're not interested in going on adventures of the DM's devising, then why are you playing?
Li Shenron said:Just honestly tell the DM (after the session) that the hook was very naive, and he'll learn that he needs to do better than that.
Snowy said:I sat down with the players and told them the barest description of the intro to the module (standard gaurd a caravan plot hook) and asked them to work out a reason why their character wanted to be going along. Its a bit of a cop out but it did mean that the start of the adventure and their joining as a party went smoothly.
Hmm a bit long winded, was this BAD DMing (tm) or acceptable?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.