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When the Session goes Pear Shaped
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<blockquote data-quote="jdrakeh" data-source="post: 5063595" data-attributes="member: 13892"><p>In your particular situation, I would have let the dice fall as they may, hoping that the PCs would exercise some intelligence and run away (indeed, I might have had the PC whom I was controlling run away to suggest that such action was viable). Too often players expect to win every encounter. Sometimes, stuff just doesn't shake out that way and, I think they need to learn that. As for my own games. . . </p><p></p><p>I recall a dungeon with a maze composed of rooms with one way doors. I made it <em>far</em> too complex, so much so that the <em>players</em> had trouble mapping it and started to argue with one another OOC over where they were in the maze. That was totally my bad. Luckily, I had planned for this possibility (if I hadn't, things would have ended differently). </p><p></p><p>Beforehand, I had created a small map that displayed one portion of the maze. This map could, with a little deductive reasoning, be used to determine the current location of the party and complete a map of the entire maze. I handed it out sometime during Session 2 of the door maze. It took them a little while to find one of the rooms on the map, but once they did they were able to map their way our of that section of the dungeon.</p><p></p><p>Oh, and I recall a campaign that was started In Media Res with one player whose character was a fallen Paladin (well, a Paladin who was framed for the assassination of a royal and subsequently disowned by his church, but not his god). The game started with his character in the gladiatorial arena of a neighboring kingdom, battling Death Knights (the match was obviously rigged). The Paladin did manage to kill a Death Knight, but its fireball attack took him out, and the player threw a <em>huge</em> fit. </p><p></p><p>I tried to explain that he, in fact, wasn't dead (the idea was to kill him in front of the gods and everybody, then Res him to serve as a kind of 'secret agent'), but he wouldn't have it. I finally had to end up spilling pretty much the entire twist right then and there to keep him from walking out of the game. Again, totally my fault. Most of my players trusted me implicitly and wouldn't have had an issue with that kind of introduction, but the player in question was new to the group and genuinely thought that I had killed his character dead with no intention of letting him play it.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 5063595, member: 13892"] In your particular situation, I would have let the dice fall as they may, hoping that the PCs would exercise some intelligence and run away (indeed, I might have had the PC whom I was controlling run away to suggest that such action was viable). Too often players expect to win every encounter. Sometimes, stuff just doesn't shake out that way and, I think they need to learn that. As for my own games. . . I recall a dungeon with a maze composed of rooms with one way doors. I made it [I]far[/I] too complex, so much so that the [I]players[/I] had trouble mapping it and started to argue with one another OOC over where they were in the maze. That was totally my bad. Luckily, I had planned for this possibility (if I hadn't, things would have ended differently). Beforehand, I had created a small map that displayed one portion of the maze. This map could, with a little deductive reasoning, be used to determine the current location of the party and complete a map of the entire maze. I handed it out sometime during Session 2 of the door maze. It took them a little while to find one of the rooms on the map, but once they did they were able to map their way our of that section of the dungeon. Oh, and I recall a campaign that was started In Media Res with one player whose character was a fallen Paladin (well, a Paladin who was framed for the assassination of a royal and subsequently disowned by his church, but not his god). The game started with his character in the gladiatorial arena of a neighboring kingdom, battling Death Knights (the match was obviously rigged). The Paladin did manage to kill a Death Knight, but its fireball attack took him out, and the player threw a [I]huge[/I] fit. I tried to explain that he, in fact, wasn't dead (the idea was to kill him in front of the gods and everybody, then Res him to serve as a kind of 'secret agent'), but he wouldn't have it. I finally had to end up spilling pretty much the entire twist right then and there to keep him from walking out of the game. Again, totally my fault. Most of my players trusted me implicitly and wouldn't have had an issue with that kind of introduction, but the player in question was new to the group and genuinely thought that I had killed his character dead with no intention of letting him play it. [/QUOTE]
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