That is setting up the game's parameters- the DM's job & prerogative. Every DM does it to some degree. Every DM, no matter how permissive, has something he will not allow in a given campaign.
He is not saying he'd raise a fuss if the situation were reversed.
Are DM's really that uncreative that the only real consequence in your game is PC death? Is the only thing that your players care about is their single PC and nothing else?From the PCs' point of view, the situation looked impossible. It looked like I was out to kill them.
I personally like both, but I like when it unfolds naturally.
Essentially, by protecting the players, you're denying story arcs to them. You're okay with them dying in other ways, obviously, but certain things they may like experiencing they'll never get to because of the behind-the-scenes changes you make.

If my group thinks their lives are on the line because I tell them from a meta standpoint (player to player) that it's the way I play, then I'm going to run the game that way.
If I say, "I'm a hardcore GM, so be careful when you make decisions; and remember, every combat is dangerous in this game, and I don't pull punches!" then I mean it.
It's not, "No thanks, that's not to my taste" it's "Look at my stupid player who thinks that we should play Little League D&D where everyone gets a trophy BWAHAHAHAAHA!"
I mean, good grief.
The player steps up and tells the DM that he has every intention of spending a great deal of effort on a character, presumably making the character fit into the setting, engaging with both the situations in the campaign and with the knobs and dials of the campaign itself and really immersing himself in the campaign. In return, he wants to know that his character isn't going to die and all that effort be wasted.
Is that really such a bad thing? Really?
Now WB's got a guy who's complaining that Chic'Fila ain't open on Sundays. WB's only got 2 players. I suppose he's got to wonder, maybe he should open on Sundays, just so he can retain the customer. Or he could advertise more and attract other customers who are happy with his product.
It isn't a simple situation. But it's always the GM's call on what to do.
What difference does it make if he'd raise a fuss or not if the situation were reversed?
Sure, it's every DM's prerogative to establish a game's parameters. But, throughout this thread, people have been patting him on the back for not just establishing the parameters, but outright belittling and attacking a playstyle that he doesn't share. You can go back through the thread but, it's there is pretty clear black and white.
It's not, "No thanks, that's not to my taste" it's "Look at my stupid player who thinks that we should play Little League D&D where everyone gets a trophy BWAHAHAHAAHA!"
Communication is good.I mean, good grief. The player steps up and tells the DM that he has every intention of spending a great deal of effort on a character, presumably making the character fit into the setting, engaging with both the situations in the campaign and with the knobs and dials of the campaign itself and really immersing himself in the campaign. In return, he wants to know that his character isn't going to die and all that effort be wasted.
Just like the DM is spending his precious time and so forth, right?Is that really such a bad thing? Really? This player just stepped up to be the DM's absolutist best friend, presuming that he's on the up and up and not a prat. He's going to be the go to guy for every plot hook, every bit of needed campaign color and whatnot. Why? Because he's going to spend the effort to be that guy.
Dude, that's like a straw man going down the slopes at Aspen on hyperboskis!But, no, apparently the only joy that can be had from an RPG is when the DM can kill a PC. Take away that, and you might as well not even play anymore.Are DM's really that uncreative that the only real consequence in your game is PC death? Is the only thing that your players care about is their single PC and nothing else?
From the latest replies, it seems the OP feels likewise, further reinforcing my perception that he is not forcing his views on anyone.Hey, I have no problems playing either way. You want a meat grinder DM? I can do that. You want a more story focused game where the revelations of the story are the reward? I can do that too. I'm pretty easy.
Saying "No" is different from browbeating.I'd much, much rather have happy players than try to brow beat people for not sharing my own idiosyncratic needs in a game.
I, um, agree with your point. Hussar doesn't, I think. But, to me, the GM gets the ultimate say on their game, and they should only run a game they enjoy. They should work with the players inside of the parameters that fit themselves best. So, yeah... I agree with you. Love it when that happens. As always, play what you like[*]The GM is the scarce commodity who puts in more time and effort to give his product away. He who cares less holds the power, and the GM can always find more players, a player cannot always find more GMs. The GM gets to run what the GM wants to run. Players are free to shop around.
I know from past threads that JamesonCourage disagrees with #3. However, if he and his brother stopped supplying, the players would likely have no comparable replacement because good GMs are hard to find. There is no reason Jameson should settle to run something he doesn't want to because he should be able to more easily find players who will accept his terms, than players who expect a GM to accept theirs.
Okay, I'll try to be more clear...Explain this to me again....![]()
And, while there's nothing wrong with the way you're running the game, I'd feel a little cheated if I caught on to what you were doing, or if I ever found out (even afterwards). I mean, I'd still have fun, but the game wasn't how you told me it was.I lie to my players all the time using Meta-Game information. But, my players don't think I'm a liar--I don't draw attention to it.
Yep. I have the same reservations about this approach, too.I even started a thread about this not too long ago. Meta-game lying can be a tremendous tool for the GM if you use it sparingly and the players would normally think that you wouldn't lie to them.
To me, this isn't lying to them. You're telling them something about magic in the campaign: it costs something. This isn't broadly lying to them, it's informing them. If you said "this will cost experience points" then it'd be lying to them. If you're reminding them "remember, this is Conan's world, where magic is costly; with a spell like this, you're probably going to lose experience points", then I'd say you're just reinforcing the setting, not actually lying to them.Now, as GM, I'll remind them that their characters are trepidatious of Rutcrana, but to enhance that, I'm going to lie to them using Meta-game info.
Then, using Meta-Game information to enhance the situation, I will tell the players that this may mean that, in order to cast the spell that they need, they may have to sacrifice some experience points.
Now the spell doesn't really require XP. This is just a device I'm going to use to put some perceived danger on the PCs to represent the real danger and fear that their Cimmerian characters will be feeling.
I consider both to be "fudging" so, when you say "I never do fudge", it can be misleading. It's a definition issue. You never fudge dice. You do fudge outcomes. If you purposefully gave the impression to the players that their lives are dangerous because you never fudge dice, that's fine. You don't fudge dice, and there's no lie there. If you knowingly trick them into thinking you're not fudging behind the scenes (when you actually are), that's the part I wouldn't do, personally. It's lying to people about what game they're playing, in my opinion, and I don't want to do that.And, I find that, because I never do fudge, the players tend to trust me more (if they only knew about the Meta-Game lying!).
This is also a difference between us; I don't craft scenarios with the goal of the PCs triumphing in mind. I have a setting, and I have "this is what is most likely to be here" as the norm, and I have random rolls to determine what else is going on or what might be different right now (based on probability... that is, it's extremely unlikely that there are no guards on the walls of the city).On most situations, I create encounters that I think are fair. This is 90% of the time. And for those, there are no contingency plans.
Yeah. I've got five guys right now (it will be six when college relaxes soon for one guy, though he has his first kid on the way). I have a couple people who are interested. I'm very picky. I've had others join that I've eventually kicked out. If things didn't work out with my current players, I'd transition them out, too. The two newest guys are the most incompatible, but they fit well enough.I actually have three other players who have expressed interest in my campaign...I'm just....picky....about who I'm gaming with these days.
I may allow some new blood, especially in light of the player in question on this thread.
I'm debating it.
For example, let's say that the amulet is magical, for sure, and it works to protect against undead. Then, let's say that one PC fails his endurance check, and can't continue on with his brother. He throws the clan's amulet to the other brother and shouts at him to run, and you inwardly wince, knowing that he threw away his best chance to live. The other brother continues to run, while the one who failed his check waits for the undead, chucks his spear at one, and starts leading them in a different direction. You might end up with a dead PC, but he could go out sacrificing his life for his brother, and it might be really cool. You're denying them that storyline.
And, while there's nothing wrong with the way you're running the game, I'd feel a little cheated if I caught on to what you were doing, or if I ever found out (even afterwards). I mean, I'd still have fun, but the game wasn't how you told me it was.
You never fudge dice. You do fudge outcomes.
This is also a difference between us; I don't craft scenarios with the goal of the PCs triumphing in mind.
Water Bob said:And, it's not a BAD THING to throw all of that away just because a player got stupid and lost his character?
Yeah, I'd call what the player is doing a BAD THING. Absolutely.
Dedicated players - the DM's GREATEST resource.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.