I appreciate you answering me. I even enjoy snarky replies. I just want to simply state that I"m not a lost grognard with an axe to grind. So onward...
swrushing said:
i disagree wholly. if your as Gm "allow" (IE script) an encounter with a much more powerful adversary than your players can handle, then you OUGHT TO be making sure there are lots of needed elements in that script, not divorcing yourself from responsibility it. The "it can kill you in a blink of an eye" encounter, unlike the "its tough for you but not too tough" needs a lot more foreshadowing and very good scripting for things like PC exit routes, NPC motivations and distractions and potential run-ins if things get bad.
I think I wasn't being clear enough. It is the DM's responsibility to present the world. In order to be fair to the players they are going to need to understand how powerful the things are they face. This is normally done through subtle hints discovered IC when exploring. The scripting you mention is useful, but I don't find the need when the creature is far beyond the character's ability. If players seek out trouble beyond what they know they can take, they find it.
the "you turn the corner surprising me and see two orcs mugging a barmaid" doesn't need as much Gm scripting and control as the "you turn the corner surprising me and the demi lich decides you are good for supper" does.
IMO of course, but widening the scope of encounters requires IMO more weight on the Gm shoulders for the PCs survival, not less.
I agree. But it's not on the DM's shoulders to save the PCs from bad decisions. This goes back to consequences. While widening the scope of encounters is more work for the DM, it also puts the players in control of who they face next.
agreed. but i dont see how this changes if the encounter are even tougher?
Lower level characters are used to accomplish challenges they can overcome. This is done via the group's decision tho, not the DM's. When the group faces lethal adversity from many sides each group member's abilities become vital. The little guy can be just as important to success as the big guy. It is up to the group on how to best use everyone.
so, what, the players populate the world with varmints and situations of their own choice?
they decide what is rading the village in the middle of the night?
they decide what mosnters haunt the tomb?
maybe they hand you cards with the monsters and scenarios they want to face and you draw randomly?
they write up a random encounter table and with a fee dice rolls the fight begins?
are you describing a Gm or a referee?
Above you're ascribing GM activities to the group. The players decisions are what mysteries to solve, monsters to fight, wildlands to explore, etc.
I am describing a Referee.
maybe its me, but i tend to place rules well behind people, so if i need to change a rule to help a person en joy or stay in the game, AND I CAN without hurting other things, I often do.
My motto as Gm is "say yes unless there is a compelling reason to say no".
so, "find another gm" or "kick the wuss from the table" and all those cutsey ob bbs popular catch phrases, don't really gain much purchase with me. the game is there and used to serve our entertainment, we aren't there to serve it.
I absolutely agree on changing the rules (oog) when it serves to improve enjoyment. Your motto is perfect. If however you play under a GM who only uses pre-scripted level appropriate challenges, which thereby hinders your low level character, you are within your rights to look for a different DM.
Aside: it was not my intention to quote a catchphrase. If someone has a problem with the rules, I believe each group can work together to find a preferred solution. (changing the rules)