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You're doing what? Surprising the DM
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<blockquote data-quote="Greenfield" data-source="post: 6092983" data-attributes="member: 6669384"><p>In our current campaign we removed <em>Teleport</em> and <em>Greater Teleport</em> specifically so players couldn't bypass the overland travel part of the game. If a DM wants to say, "Okay, you arrive safely after a long hard journey through the mountains", that's fine. </p><p></p><p>BTW: When I say "we" I mean exactly that. Because everyone's a DM, everyone got a vote and this passed unanimously.</p><p></p><p>But I can see that not everyone will agree with that approach. </p><p></p><p>You don't like to bother, while the DM obviously had something prepared. In our games we have a saying: "If the DM went to all the trouble to set up a trap like this, the least we can do is fall into it." It's a "spirit of the game" kind of thing.</p><p></p><p>For example, one of our DMs owns every edition of Grimtooth's Traps. I, on the other hand, find trap-fests to be boring, a simple way for the DM to delight in damaging the party without really giving us much of a say in what happens.</p><p></p><p>DM: "Okay, there's a door ahead."</p><p>Us: "Do we reach the door before the trap goes off?"</p><p></p><p>Remember how long it takes to search a 10x10 section of floor for traps. Going through an entire dungeon like that means that the PCs are more likely to die of old age than anything else. And the players risk death by boredom. After all, the Rogue is the only one who gets to actually do anything. Oh, and the healer who has to reassemble the Rogue after each trap.</p><p></p><p>But that's what he likes, so we play along.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6092983, member: 6669384"] In our current campaign we removed [I]Teleport[/I] and [I]Greater Teleport[/I] specifically so players couldn't bypass the overland travel part of the game. If a DM wants to say, "Okay, you arrive safely after a long hard journey through the mountains", that's fine. BTW: When I say "we" I mean exactly that. Because everyone's a DM, everyone got a vote and this passed unanimously. But I can see that not everyone will agree with that approach. You don't like to bother, while the DM obviously had something prepared. In our games we have a saying: "If the DM went to all the trouble to set up a trap like this, the least we can do is fall into it." It's a "spirit of the game" kind of thing. For example, one of our DMs owns every edition of Grimtooth's Traps. I, on the other hand, find trap-fests to be boring, a simple way for the DM to delight in damaging the party without really giving us much of a say in what happens. DM: "Okay, there's a door ahead." Us: "Do we reach the door before the trap goes off?" Remember how long it takes to search a 10x10 section of floor for traps. Going through an entire dungeon like that means that the PCs are more likely to die of old age than anything else. And the players risk death by boredom. After all, the Rogue is the only one who gets to actually do anything. Oh, and the healer who has to reassemble the Rogue after each trap. But that's what he likes, so we play along. [/QUOTE]
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