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<blockquote data-quote="Brother MacLaren" data-source="post: 4034767" data-attributes="member: 15999"><p>And it seems that's not unreasonable if the initial amount of control is very low (which, to me, seems to be the case here for at least one situation). If the OP approaches the discussion in a conciliatory, way, saying that he understands the player's point of view, I'd expect a much more friendly and cooperative reaction.</p><p></p><p>Playing devil's advocate here:</p><p>1) The player is asked to meta-game and have his PC act contrary to the PC's best judgment (that is, if the PC knows that the enemy archmage is the most powerful and feared in the land, or something like that). </p><p>2) The player is feeling railroaded. The OP didn't say "well, sure, they could have all fled and I'd have improvised a new adventure" -- the sense I got is that this is the adventure he wanted to run, and it was ridiculous for the player to suggest fleeing. Perhaps the player felt it would be disrespectful to the DM for the party to not go along with what he had prepared? </p><p>3) The player is feeling that the game is fixed so the PCs will always win. Personally, against overwhelming opposition, I'd rather have a TPK than survive because the DM fudged the rolls or intentionally played the enemies as stupid. If the PCs won through an exceptionally clever plan and astounding luck, that would be different.</p><p></p><p>The player was in a bad situation. He could go along when his PC wouldn't, in which case he's meta-gaming and expecting to be saved by DM fudging. He could flee and have the party win without him, which reinforces that his PC isn't important. He could flee and have the party die, in which case the other players would be angry at him. Or he could flee and get the party to go with him, in which case the DM is annoyed that they're avoiding his storyline. </p><p></p><p>As to the golems, the player doesn't have a leg to stand on IMO, but what might work best is to try to be helpful. "Yeah, I know iron golems are a pain for a wizard. Some of the Summon Monster spells might work here, such as Lantern Archons. If you wanted to take those spells, I'd help you stat out the various creatures so we're ready to go when you want to use them. Never hurts to have a few more tricks up your sleeves."</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 4034767, member: 15999"] And it seems that's not unreasonable if the initial amount of control is very low (which, to me, seems to be the case here for at least one situation). If the OP approaches the discussion in a conciliatory, way, saying that he understands the player's point of view, I'd expect a much more friendly and cooperative reaction. Playing devil's advocate here: 1) The player is asked to meta-game and have his PC act contrary to the PC's best judgment (that is, if the PC knows that the enemy archmage is the most powerful and feared in the land, or something like that). 2) The player is feeling railroaded. The OP didn't say "well, sure, they could have all fled and I'd have improvised a new adventure" -- the sense I got is that this is the adventure he wanted to run, and it was ridiculous for the player to suggest fleeing. Perhaps the player felt it would be disrespectful to the DM for the party to not go along with what he had prepared? 3) The player is feeling that the game is fixed so the PCs will always win. Personally, against overwhelming opposition, I'd rather have a TPK than survive because the DM fudged the rolls or intentionally played the enemies as stupid. If the PCs won through an exceptionally clever plan and astounding luck, that would be different. The player was in a bad situation. He could go along when his PC wouldn't, in which case he's meta-gaming and expecting to be saved by DM fudging. He could flee and have the party win without him, which reinforces that his PC isn't important. He could flee and have the party die, in which case the other players would be angry at him. Or he could flee and get the party to go with him, in which case the DM is annoyed that they're avoiding his storyline. As to the golems, the player doesn't have a leg to stand on IMO, but what might work best is to try to be helpful. "Yeah, I know iron golems are a pain for a wizard. Some of the Summon Monster spells might work here, such as Lantern Archons. If you wanted to take those spells, I'd help you stat out the various creatures so we're ready to go when you want to use them. Never hurts to have a few more tricks up your sleeves." [/QUOTE]
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