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General Tabletop Discussion
*TTRPGs General
What does a DM owe his players?/ Are the rules written in stone?
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<blockquote data-quote="Hitokiri" data-source="post: 2914619" data-attributes="member: 26469"><p>I think the only mistake here was not laying out the situation in black and white for all the players. I know if I had a DM tell me "no magic equipment for you" and I watched another PC ride in on a pegasus with her holy avenger, I'd be a tad upset and may not return for another session after what looks like blatant favoritism towards specific players. I want to play a hero, not flunkey number 2.</p><p></p><p>Next time, sit down with your players before hand and explain EXACTLY how you plan to run things. Don't assume they "know" the type of game they are getting into. If you have house rules, ;ay them out. The last thing players want is to get surprises about the game they are playing. Now, same scenario as above but I've been told that a pre-existing character is coming in and I will be getting some gear to bring me up to a reasonable equivalent to their power level over the beginning sessions, and I go from thinking I'm some sort of redshirt to becoming an up and coming adventurer who is joining a pre-existing group (possibly someone who inspired me, or that I've heard in tales). The lack of gear moves from being an issue to being a roleplaying opportunity to start to develope my PC around. </p><p></p><p>In summation ,the idea wasn't bad, but your implementation of it left something to be disered. Ah well, next time you'll know how to avoid these mistakes.</p></blockquote><p></p>
[QUOTE="Hitokiri, post: 2914619, member: 26469"] I think the only mistake here was not laying out the situation in black and white for all the players. I know if I had a DM tell me "no magic equipment for you" and I watched another PC ride in on a pegasus with her holy avenger, I'd be a tad upset and may not return for another session after what looks like blatant favoritism towards specific players. I want to play a hero, not flunkey number 2. Next time, sit down with your players before hand and explain EXACTLY how you plan to run things. Don't assume they "know" the type of game they are getting into. If you have house rules, ;ay them out. The last thing players want is to get surprises about the game they are playing. Now, same scenario as above but I've been told that a pre-existing character is coming in and I will be getting some gear to bring me up to a reasonable equivalent to their power level over the beginning sessions, and I go from thinking I'm some sort of redshirt to becoming an up and coming adventurer who is joining a pre-existing group (possibly someone who inspired me, or that I've heard in tales). The lack of gear moves from being an issue to being a roleplaying opportunity to start to develope my PC around. In summation ,the idea wasn't bad, but your implementation of it left something to be disered. Ah well, next time you'll know how to avoid these mistakes. [/QUOTE]
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What does a DM owe his players?/ Are the rules written in stone?
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