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<blockquote data-quote="Gothmog" data-source="post: 4044054" data-attributes="member: 317"><p>Hey AuldGump,</p><p></p><p>Agreed, the iron golems weren't the best choice to use in this case- its always better to at least try to make sure players have fun and everyone can do something. And Slaygrim admitted this was his first campaign, and he was learning the ropes. Other golems or construct types could have worked as well, but maybe the OP was flipping through his MM and saw the iron golems were closest to the CR he needed for this party, and didn't have time to advance a less powerful golem and/or make up a new construct. I understand where you're coming from completely- I played with a BAD DM once who intentionally made monsters to negate my character's abilities back in the early days of 3E, and he did it on a consistent basis (read, every adventure). If I recall, he didn't like that my half-orc barbarian did so much damage and took his bada** monsters down so quick, so he instituted a rule that said that anytime a 1 was rolled on an attack, I had to roll for weapon breakage, with a big penalty for being stong and causing my weapon to break. Strangely, no other PCs had to worry about this rule. Factor that in with monsters that are immune to my weapons and/or power attack, or who can end my rage due to some kind of aura <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> . Now THAT is a crappy DM. </p><p></p><p>Slaygrim didn't seem to be doing this on a consistent basis, instead citing that its an exception to the way encounters usually went. I guess what I'm saying is that if this occurs only a couple times in a campaign, I don't see it as a major problem- sometimes things happen IRL and in a game world we aren't optomized to deal with. Thats when you try new solutions to problems and learn from your experiences. Maybe its not as much fun to be buffing or summoning or modifying the terrain, but its a rare occurrance.</p><p></p><p>Now I'll agree that while the player isn't responsible for the adventure situations (Slaygrim is, and he admitted such), the player IS responsible for how he handled them, and how he detracted from the fun the group had. Like I said before, if the problem player had approached Slaygrim in a mature and calm manner, this likely wouldn't have been an issue- but the player chose an immature way to handle the situation, which set Slaygrim on the defensive from the start. Agreed that the root cause wasn't the player, but he has a consistent way of handling problems (whining and being disruptive) which IS a problem.</p><p></p><p>I don't really think its a storytelling DM vs other DMing or playstyles issue here. I've played with strong gamist DMs and strong storytelling DMs, and had a blast in both cases. I fall more on the storytelling or narrative side of the situation, but I can enjoy gamist play as well with a good DM. Storytelling DM doesn't automatically mean railroad or DMPC (in fact I've known more gamist DMs who do the railroad and DMPC thing)- it means that the DM has a strong plot that arcs throughout the campaign, and a good storytelling DM weaves the PCs into the plot as prophesied major players or agents for change who direct the plot and flow of the game. This seems more like a personality conflict the more I see of it, and very likely a maturity/mental health issue on the part of the problem player.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4044054, member: 317"] Hey AuldGump, Agreed, the iron golems weren't the best choice to use in this case- its always better to at least try to make sure players have fun and everyone can do something. And Slaygrim admitted this was his first campaign, and he was learning the ropes. Other golems or construct types could have worked as well, but maybe the OP was flipping through his MM and saw the iron golems were closest to the CR he needed for this party, and didn't have time to advance a less powerful golem and/or make up a new construct. I understand where you're coming from completely- I played with a BAD DM once who intentionally made monsters to negate my character's abilities back in the early days of 3E, and he did it on a consistent basis (read, every adventure). If I recall, he didn't like that my half-orc barbarian did so much damage and took his bada** monsters down so quick, so he instituted a rule that said that anytime a 1 was rolled on an attack, I had to roll for weapon breakage, with a big penalty for being stong and causing my weapon to break. Strangely, no other PCs had to worry about this rule. Factor that in with monsters that are immune to my weapons and/or power attack, or who can end my rage due to some kind of aura :confused: . Now THAT is a crappy DM. Slaygrim didn't seem to be doing this on a consistent basis, instead citing that its an exception to the way encounters usually went. I guess what I'm saying is that if this occurs only a couple times in a campaign, I don't see it as a major problem- sometimes things happen IRL and in a game world we aren't optomized to deal with. Thats when you try new solutions to problems and learn from your experiences. Maybe its not as much fun to be buffing or summoning or modifying the terrain, but its a rare occurrance. Now I'll agree that while the player isn't responsible for the adventure situations (Slaygrim is, and he admitted such), the player IS responsible for how he handled them, and how he detracted from the fun the group had. Like I said before, if the problem player had approached Slaygrim in a mature and calm manner, this likely wouldn't have been an issue- but the player chose an immature way to handle the situation, which set Slaygrim on the defensive from the start. Agreed that the root cause wasn't the player, but he has a consistent way of handling problems (whining and being disruptive) which IS a problem. I don't really think its a storytelling DM vs other DMing or playstyles issue here. I've played with strong gamist DMs and strong storytelling DMs, and had a blast in both cases. I fall more on the storytelling or narrative side of the situation, but I can enjoy gamist play as well with a good DM. Storytelling DM doesn't automatically mean railroad or DMPC (in fact I've known more gamist DMs who do the railroad and DMPC thing)- it means that the DM has a strong plot that arcs throughout the campaign, and a good storytelling DM weaves the PCs into the plot as prophesied major players or agents for change who direct the plot and flow of the game. This seems more like a personality conflict the more I see of it, and very likely a maturity/mental health issue on the part of the problem player. [/QUOTE]
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