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What is the worst piece of DM advice people give that you see commonly spread?
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<blockquote data-quote="TerraDave" data-source="post: 9001308" data-attributes="member: 22260"><p>One that use to be more common--including in the official rules, so not just advice--anything, specifically for D&D, that rewards "roleplaying", that is playing a particular character a certain way.</p><p></p><p>What I do not mean are rewards for the group, or rewards for showing up and playing, nor do I mean things that facilitate certain play styles or character types. Nor do I mean NPCs reacting to certain character behavior (as long the DM does not over do it).</p><p></p><p>What I mean is one player gets more XP (or can train more easily, or get a clear meta-game reward) for a session then another, and to explain why, the DM has to tell the other player that he was not playing his character as well, and hence <em>is effectively telling that player how to play his character. </em>The great majority of the time, this is just not a good idea. <em> </em></p><p></p><p>Yes, there may be some exceptions. An inspiration mechanic that rewards something cool at the table can be ok (though I don't do that). Non-D&D games may have subtler or more interesting ways of rewarding RP choices. And the player could really be doing something disruptive or really self-defeating, but then this should be dealt with in terms of telling the player, not through some mechanic.</p><p></p><p>EDIT: I realize I am blurring mechanics and advice, but there has also been plenty of advice over the years that essentially forces the DM to tell a player that they are doing it wrong.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 9001308, member: 22260"] One that use to be more common--including in the official rules, so not just advice--anything, specifically for D&D, that rewards "roleplaying", that is playing a particular character a certain way. What I do not mean are rewards for the group, or rewards for showing up and playing, nor do I mean things that facilitate certain play styles or character types. Nor do I mean NPCs reacting to certain character behavior (as long the DM does not over do it). What I mean is one player gets more XP (or can train more easily, or get a clear meta-game reward) for a session then another, and to explain why, the DM has to tell the other player that he was not playing his character as well, and hence [I]is effectively telling that player how to play his character. [/I]The great majority of the time, this is just not a good idea. [I] [/I] Yes, there may be some exceptions. An inspiration mechanic that rewards something cool at the table can be ok (though I don't do that). Non-D&D games may have subtler or more interesting ways of rewarding RP choices. And the player could really be doing something disruptive or really self-defeating, but then this should be dealt with in terms of telling the player, not through some mechanic. EDIT: I realize I am blurring mechanics and advice, but there has also been plenty of advice over the years that essentially forces the DM to tell a player that they are doing it wrong. [/QUOTE]
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What is the worst piece of DM advice people give that you see commonly spread?
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