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Worst game I ever ran.
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<blockquote data-quote="the Jester" data-source="post: 5712352" data-attributes="member: 1210"><p>His description of the encounter (quoted below) makes it pretty clear that he basically told the pcs, "Hey, she's a good guy!" instead of letting them make their own choice about how to interact with her; from his description, they had all the info they needed to make a decision, made it, then had the dm "Nuh-uh!" it.</p><p></p><p></p><p></p><p>But that's different. In this case, the pcs already had the information. They just interpreted it differently than the dm preferred; the dm basically stopped the game to say, "You're doing it wrong."</p><p></p><p>Think of your example instead like this: </p><p></p><p></p><p></p><p>The pcs have the information, and they choose to do something other than follow the dm's expectations.</p><p></p><p></p><p></p><p>Your descriptions make it sound that way. You have each encounter already pegged as a roleplaying encounter or a combat encounter or a skill challenge instead of just being <em>a situation that the pcs can/may need to respond to</em>, or at least that's how it read from your initial post.</p><p></p><p></p><p></p><p></p><p>It doesn't sound like your pcs are very interested in being true heroes at all. Perhaps that is part of the problem. They had (from your description) <em>very clear information</em> from which to decide their actions, but when you didn't like their choice, you stopped the game to "correct" it for them.</p><p></p><p>Part of the joy of playing D&D is making stupid decisions and dealing with the consequences of them. </p><p></p><p>It would be a different beast entirely, IMHO, if they had not had clear information from which to make a decision.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5712352, member: 1210"] His description of the encounter (quoted below) makes it pretty clear that he basically told the pcs, "Hey, she's a good guy!" instead of letting them make their own choice about how to interact with her; from his description, they had all the info they needed to make a decision, made it, then had the dm "Nuh-uh!" it. But that's different. In this case, the pcs already had the information. They just interpreted it differently than the dm preferred; the dm basically stopped the game to say, "You're doing it wrong." Think of your example instead like this: The pcs have the information, and they choose to do something other than follow the dm's expectations. Your descriptions make it sound that way. You have each encounter already pegged as a roleplaying encounter or a combat encounter or a skill challenge instead of just being [i]a situation that the pcs can/may need to respond to[/i], or at least that's how it read from your initial post. It doesn't sound like your pcs are very interested in being true heroes at all. Perhaps that is part of the problem. They had (from your description) [i]very clear information[/i] from which to decide their actions, but when you didn't like their choice, you stopped the game to "correct" it for them. Part of the joy of playing D&D is making stupid decisions and dealing with the consequences of them. It would be a different beast entirely, IMHO, if they had not had clear information from which to make a decision. [/QUOTE]
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