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"When DMing I Avoid Making the PCs have 'pointless' combats." (a poll)
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<blockquote data-quote="Helldritch" data-source="post: 8700260" data-attributes="member: 6855114"><p>J</p><p>Really? Mass rage quits because they could not think things through? IMHO you are better off without them. I never had such rage quits since high school.</p><p></p><p></p><p>I do not know what to say other than the above. I warned every single players that there is no perfect solutions for any problems. If a player has some experience with a DM, I ask this person a bit about how the games were run by their old DMs. Hard mode is not for everyone and for those that want to try, a DM must warn them.</p><p></p><p>It maybe because I have a very different style than many DMs out here or that players in my area love challenging and deadly adventures. I truly do not know. One thing is for sure, when we do our Friday Night Dungeons we do have a lot of question as to how my games are so roughs (even in exhibit games). I truly run games like the world is alive. </p><p></p><p>One thing I often do as a cameo outside the game like the old:"Meanwhile" in old stories and movies. Is to describe a scene about the master villain of the current story. If they know the master mind then I describe the scene (but I do not tell the location) and make the villain curse the success of the players or say how they were fools to fail such easy endeavours and so on. It kinda of give a warning of things to comes. I usually use the dream of a priest or diviner or exhalted soul to give such "insights". I find that players like these (even if they're bad clichés). It also reinforce the fact that the world is alive and moves. It also help them understand that their actions have meaning and effects.</p><p></p><p>When a character dream of shadowy figure that say:" Curse these interlopers! They have set back my plans by months if not years! Come Azrazel! We must plan our next move carefully in (fill in the blank)!" It not only gives the player a warning of what is to come, it also sets them on the hunt. This is the kind of thing that my players and those that come to look at the exhibit games like a lot.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8700260, member: 6855114"] J Really? Mass rage quits because they could not think things through? IMHO you are better off without them. I never had such rage quits since high school. I do not know what to say other than the above. I warned every single players that there is no perfect solutions for any problems. If a player has some experience with a DM, I ask this person a bit about how the games were run by their old DMs. Hard mode is not for everyone and for those that want to try, a DM must warn them. It maybe because I have a very different style than many DMs out here or that players in my area love challenging and deadly adventures. I truly do not know. One thing is for sure, when we do our Friday Night Dungeons we do have a lot of question as to how my games are so roughs (even in exhibit games). I truly run games like the world is alive. One thing I often do as a cameo outside the game like the old:"Meanwhile" in old stories and movies. Is to describe a scene about the master villain of the current story. If they know the master mind then I describe the scene (but I do not tell the location) and make the villain curse the success of the players or say how they were fools to fail such easy endeavours and so on. It kinda of give a warning of things to comes. I usually use the dream of a priest or diviner or exhalted soul to give such "insights". I find that players like these (even if they're bad clichés). It also reinforce the fact that the world is alive and moves. It also help them understand that their actions have meaning and effects. When a character dream of shadowy figure that say:" Curse these interlopers! They have set back my plans by months if not years! Come Azrazel! We must plan our next move carefully in (fill in the blank)!" It not only gives the player a warning of what is to come, it also sets them on the hunt. This is the kind of thing that my players and those that come to look at the exhibit games like a lot. [/QUOTE]
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"When DMing I Avoid Making the PCs have 'pointless' combats." (a poll)
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