Your biggest screw-up as a DM?

hong said:
Will said:
Friend's mistake (and probably everyone has done this):
Big encounter planned on road to X. We promptly teleport to X, thus skipping everything he had planned for the session. Woops.
Actually, we've had the exact opposite happen to us a couple of times.

DM: "Okay, you want to go to this place on the other side of the continent. You cast teleport --"

Players: "That's boring. Let's walk there. Do we have any encounters?"

DM: "...."
I'm pretty sure I've had both situations happen at some point. I suspect my current group deliberately tries to figure out what it is I've planned for them and then does something else on the theory that whatever I "wing" will not be as nasty dangerous as what I've planned.
 

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My biggest mistake was letting myself to be talked into allowing psionics into my campaign on three seperate occasions during 2nd edition. Each time turned out to be a campaign wrecker to some degree or another. The first campaign was outright killed by the psionic characters. I eventually stopped running the second campaign because the psionic character made my life too miserable. The third campaign was managable, but forced me to run the power level up much higher than I wanted it to be in order to compensate for his abilities. The 2nd edition psionics rules were just full of holes and using a world not designed with psionics in mind didn't help.
 

I once had a party in Dark Sun digging through a ruined city for 2 sessions, litterally, with shovels. It was two games of random encounters, rival NPC party attacks and people saying "okay we go back to digging" Their blank bored faces will always haunt me. It wasnt what I thought they would be doing and I couldnt think of any way to get them to stop. What they finally uncovered was a cloak of poisonessness (one dead PC) and an angry Dragon king spirit, which chased them off.

Recently I planned out a long wilderness trek, and 3 major encounters, one non-hostile, over about a week. Then Players said that they are going to move at halfspeed, so they can graze the horses and hunt for food this ment that there should be more random encounter battles and they would be farther from the main plot. I also had timed events based on the moon phase and date, which had to be shuffled on the fly. This was just a planning mistake, the game flowed fairly smoothly.
 

My biggest Screw-Up happened in a 3.0-campaign. After a nice session, I was hanging around with 3 of my 5 players, when one of them shuffles a deck of cards.

Player: "HEy, let's pretend we draw from a deck of many things!"
DM (me): "Ahh, it's no fun if it doesn't count."
Player: "Well, does it count?"
DM (me): "Well, o.K."

So suddenly the group of 5 characters at 8th level has one character at 14th level, one at 13th level, and one were-dragon.
We never continued the campaign.
In fact, 4 of the 5 players never played with me again (though due to different factors).
 
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Various DM mistakes:

1) Creating a magical fountain that had magical effects on the characters. I had about 20 different d100 tables that I had also made to determine the totally random effects that would affect the characters. The mistake was not putting a limit on how many times a character could actually drink from the fountain. Every character ended up with dozens of totally out-of-whack powers, abilities and disadvantages, totally impossible to keep track of.

2) Scrapping campaigns for no other reason than "ooo let's try this instead".

3) Putting hours and hours into house rules that were never used / too complicated / totally unnecessary.

4) Rooting for the players (ie fudging, giving them too much stuff, etc. - I'm cured now)

That's about it.

AR
 

Rafael Ceurdepyr said:
OK, confession time! What's the worst you've ever screwed up in running a game?

Long time lurker, first time poster...I figured this topic would be an appropriate start to my posting career. :p

My biggest mistake was allowing players to consider their characters "throw away" characters, and allowing them to roll up something new whenever they got an itch for a new character. So, while running the 3.0 Adventure Path series (The Sunless Citadel on up) I allowed Psionics (which those adventures aren't designed for), brought in a Deck of Many Things (due to player begging) which resulted in pretty much reshuffling the entire party as most of them drew one of the imprisonment cards, and allowing the players to sell magic items at cost.

I try really hard to look back at that kind of stuff and laugh and learn...otherwise I'd give up DMing.

Q
 

My monthly campaign had recently converted to 3rd edition rules. We were still coming to grips with all the changes, but for the most part it was going well. The party was investigating a partially flooded mines area. They were nearing the last few rooms which served as a hideout for a half-orc priest (about 6th level or so). I had attempted to set up a memorable encounter with a large room that was flooded, with the cleric hiding about 50' across the pool on a ledge. From there he would summon several aquatic monsters (Fiendish Crocs, etc) to engage the party, then harass them with other spells like hold person, especially anyone stupid enough to try swimming across the pool to reach him.

As the encounter began, the rogue stated he was hiding. Mistake #1 was me letting him do this, as there was no cover or concealment available for hiding. The half-orc would easily see him with darkvision, but I messed this up.

Next, we rolled a spot check for the rogue and he noticed the half-orc. Mistake #2 was me allowing this spot check since the rogue only had a torch a ways behind him to work with. His vision only extended about 20' into the pool.

The rogue opted to move to the side instead of taking a shot. Someone behind him made enough noise to alert the half-orc cleric. Init rolls ensued. The cleric won and summoned a big croc which swam forward and engaged another character that had entered the room. It probably would have attacked the rogue, but I was still thinking he could hide here. Minor mistake #1a there.

The rogue finally acted and declared he was going to rapid shot He hit with both shots, and then rolled his sneak damage for both as well. Huge mistake #3 on my part. First of all, sneak only works up to 30', and he was about 50' away. Next, only the 1st shot would be due to a hidden target, so the 2nd shot would be exposed. Of course the rogue was hiding illegally anyways, but still, it was lots of errors on my part.

After tallying up all the damage from the 2 arrows and sneak attacks, it was enough to kill the cleric. What was supposed to be a major final confrontation in the mines ended in less than 1 full round of combat. It wasn't until hours later that I realized all the mistakes I'd made. I blame it on a long gaming session, but that was no excuse for such a horrible screwup.

Had I not messed this up, I think it would have been a very memorable, challenging battle, since the party was nearly out of spells and didn't have very good ranged attackers (besides the rogue). I doubt anyone would have died, but the battle might have raged for a long time with several summoned creatures coming into play.
 
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Couple of things that have happened in games I've played in:

Background: The early days of D&D 3.0. Splatbooks weren't even published yet. We're 16th level and feeling all big and bad. We decide to go attack the red dragon that was attacking the area.
Problem: The DM was used to running 2nd edition, wherein the dragons were pushovers. He bumps it up an age category, gives the dragon max HP, some really useful magic items in its hoard (which it was wearing), and two of the spells it can cast: Heal and Haste (both extremely more useful in 3.0 than 3.5). He lined its lair with traps. All pretty much standard for him when running dragons that are meant to be a tough (but not impossible) fight. He didn't even think twice about it, and didn't up the CR accordingly.
Result: TPK, and the loss of two players (they quit the group because of that session).

Background: D&D 3.0. The party needs to get to X location in a homebrew, half-way across the continent. We decide to sign up with a caravan traveling there.
Problem: The DM decides that, even though we are on a major caravan route, we have one fight every other day or so. However, he didn't take into account the fact that because of the number of PCs and NPCs, you got one fight and maybe a little roleplaying in each session. Since we played twice a week, that equaled out to 6 months real time.
Result: Major player boredom, as the players did nothing but roll dice all session for three months real time, at which time the game finally folded (see below).

Background: Same game and caravan as the last example.
Problem: An NPC caravan guard attacks the caravan master in the middle of the night. PCs discover this and prevent him from killing the caravan master. NPC uses Fly spell as a method of escape. DM had planned for this, since he knew we didn't have means of flying as fast as the spell, and our horses couldn't go that fast. the NPC was supposed to turn into a reoccuring villian.
Result: DM didn't take into account one of the characters who was a Ranger were-cheetah (from a non-WOTC source). She had the appropriate feats (Run, Endurance, etc) to follow him, speed-wise, on the ground until the spell duration expired. She also had a Bounty-Hunter PrC that allowed her to follow/track anyone in just about any circumstances. She stated she followed him (shocked look on DM's face). So, her PC followed him for a while, then lost sight of him when he flew over a small forest. And she couldn't find him even though there was nowhere he could have gone. That was the last game session we played in that campaign.

Background: This one features me as DM. D&D 3.5 homebrew.
Problem: The party is getting bored because we have several sessions since the start of the campaign and no fight yet - nothing but in-town RPing. I don't quite realize this yet and prepare the plot hook. I send an NPC into the tavern where the party is to give some information that the party needs. The barkeep, who is known to the characters, sees the NPC and pulls out his weapon for protection, because the NPC is the henchman of someone that the barkeep knows.
Result: The PCs overreact and the players gleefully attack the NPC, whom I did not have statted out. :confused: I had to wing the whole battle, making not much of a challenge, though I tried.
 

arcady said:
Back around 1990 or so...

A book called Strikeforce or something like that came out for Champions and suggessted the idea of 'blue booking' to increase the presense of roleplay and subplots.

In blue booking you write it down, as if in a chat room...

Personally I love Blue Booking but it really only works for between sessions stuff or stuff in the background that once again can be written up between sessions. Email works very well for this now.
 
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