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You're doing what? Surprising the DM
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<blockquote data-quote="Celebrim" data-source="post: 6096201" data-attributes="member: 4937"><p>What makes you think that the simulation is reacting in 'the most negative way possible'? The most negative way possible is that there are actually multiple Grells living in the area, and when you go back to town to get reinforcements the Grell goes and seeks out his allies and gets reinforcments. Hey, now there are two grells... three grells.... grandapa grell the psionic sage. If I just wanted to screw players over, believe me I could do so. But I have no interest in screwing players over. What you are seeing as 'the most negative way possible'... I don't even know how to respond to that. It's ludicrous.</p><p></p><p></p><p></p><p>Maybe. It's not clear to me that lots of people back in the village are going to be clamoring for the oppurtunity to sacrifice themselves to the tentacles of he Grell. Let's play out how you convince people to do that. And in any event, if you go into bars looking for likely candidates and hiring criers and what not it is going to take you 2d4 days to find candidates which is a lot of game time, and could involve additional encounters (maybe those assassins that have been hunting for you catch up with you because of the advertising you are doing), maybe the bad guys launch a plan of their own, maybe one of the people you recruit is working for the evil cult, will you catch this before he has a chance to stab you in the back at the worst moment, etc. Heck, if 'back in town' means a small town of 1000 people, there is a good chance no body is particularly interested. Time to make use of the diplomacy skill. There also might be book keeping during that time. Maybe a player wants to use the 5 or 6 days of 'down time' to create a new magic wand, and in any event, after all of this is settled - even if by handwaving much of it - its clear I would think that your time lines are falling behind and you have no reasonable expectation that what exists in the dungeon is what existed there 120+ hours ago.</p><p></p><p></p><p></p><p>Maybe. Or maybe they get thier butts handed to them again.</p><p></p><p></p><p></p><p>Yes, it is anti-climatic, but its hardly unexpected after you get your butts handed to you that triumphs are not immediately around the corner. But in this case, the Grell is gone, the way foward is open, and you have reinforcements which will be usable for facing any further monsters you might happen to find on your way to whatever. It may not be the outcome you were hoping for, but really, can you expect to recieve every outcome you hope for? Plus, if the DM was any good at all, you don't regret the last hour or two or four of play anyway, because the process of rounding up allies was challenging, exciting, comedic, and interesting in and of itself. </p><p></p><p></p><p></p><p>Who said anything about every few hundred feet? Riding a mount requires no check provided you don't do anything fanc, and I've already suggested that I wouldn't expect terrain complications to arise more than every few miles and that those would usually be of the form "Do you want to do something that provokes a ride check, find away around the obstacle, or think up a new plan?". I've already provided sample narration of how I'd handle it. There is no need to guess, must less slander. And tying the fighter and the cleric to the back of the beast is perfectly reasonable and let them bounce along like luggage, but that may present a complication in the event the centipede trapses across the lair of a giant tarantula and is pulled into the beast's lair. I'm not trying to thwart a plan, merely establish how difficulties are handled.</p><p></p><p></p><p></p><p>That's not true, and my players would attest that it isn't true. However, the players who wish to take control of the situation do have to account for the situation. They can't alter the situation so that the plan fits it. They have to devise plans that actually work in the situation that they are in and which over come the obstacles that they are faced by. Hey, I've got 'use rope', I can rig up a make shift riding harness successfully. Hey, those 6 ranks in ride are useful now. And those 'Create Water' spells you laughed about me taking, well this is like the 15th time they've saved the party major hardship. And so on and so forth. The difference is you offer up a plan filled with pitfalls and complain that its the DMs fault if you take a pratfall, because the DM forced you to play through the plan rather than giving you the immediate win you think you are entitled to when you signal you aren't interested in the possibility of failure. You want all the difficulties abstracted away, hand waved away, and made easy for you. </p><p></p><p>Then you have the gall to claim my game anti-climatic? Seriously?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6096201, member: 4937"] What makes you think that the simulation is reacting in 'the most negative way possible'? The most negative way possible is that there are actually multiple Grells living in the area, and when you go back to town to get reinforcements the Grell goes and seeks out his allies and gets reinforcments. Hey, now there are two grells... three grells.... grandapa grell the psionic sage. If I just wanted to screw players over, believe me I could do so. But I have no interest in screwing players over. What you are seeing as 'the most negative way possible'... I don't even know how to respond to that. It's ludicrous. Maybe. It's not clear to me that lots of people back in the village are going to be clamoring for the oppurtunity to sacrifice themselves to the tentacles of he Grell. Let's play out how you convince people to do that. And in any event, if you go into bars looking for likely candidates and hiring criers and what not it is going to take you 2d4 days to find candidates which is a lot of game time, and could involve additional encounters (maybe those assassins that have been hunting for you catch up with you because of the advertising you are doing), maybe the bad guys launch a plan of their own, maybe one of the people you recruit is working for the evil cult, will you catch this before he has a chance to stab you in the back at the worst moment, etc. Heck, if 'back in town' means a small town of 1000 people, there is a good chance no body is particularly interested. Time to make use of the diplomacy skill. There also might be book keeping during that time. Maybe a player wants to use the 5 or 6 days of 'down time' to create a new magic wand, and in any event, after all of this is settled - even if by handwaving much of it - its clear I would think that your time lines are falling behind and you have no reasonable expectation that what exists in the dungeon is what existed there 120+ hours ago. Maybe. Or maybe they get thier butts handed to them again. Yes, it is anti-climatic, but its hardly unexpected after you get your butts handed to you that triumphs are not immediately around the corner. But in this case, the Grell is gone, the way foward is open, and you have reinforcements which will be usable for facing any further monsters you might happen to find on your way to whatever. It may not be the outcome you were hoping for, but really, can you expect to recieve every outcome you hope for? Plus, if the DM was any good at all, you don't regret the last hour or two or four of play anyway, because the process of rounding up allies was challenging, exciting, comedic, and interesting in and of itself. Who said anything about every few hundred feet? Riding a mount requires no check provided you don't do anything fanc, and I've already suggested that I wouldn't expect terrain complications to arise more than every few miles and that those would usually be of the form "Do you want to do something that provokes a ride check, find away around the obstacle, or think up a new plan?". I've already provided sample narration of how I'd handle it. There is no need to guess, must less slander. And tying the fighter and the cleric to the back of the beast is perfectly reasonable and let them bounce along like luggage, but that may present a complication in the event the centipede trapses across the lair of a giant tarantula and is pulled into the beast's lair. I'm not trying to thwart a plan, merely establish how difficulties are handled. That's not true, and my players would attest that it isn't true. However, the players who wish to take control of the situation do have to account for the situation. They can't alter the situation so that the plan fits it. They have to devise plans that actually work in the situation that they are in and which over come the obstacles that they are faced by. Hey, I've got 'use rope', I can rig up a make shift riding harness successfully. Hey, those 6 ranks in ride are useful now. And those 'Create Water' spells you laughed about me taking, well this is like the 15th time they've saved the party major hardship. And so on and so forth. The difference is you offer up a plan filled with pitfalls and complain that its the DMs fault if you take a pratfall, because the DM forced you to play through the plan rather than giving you the immediate win you think you are entitled to when you signal you aren't interested in the possibility of failure. You want all the difficulties abstracted away, hand waved away, and made easy for you. Then you have the gall to claim my game anti-climatic? Seriously? [/QUOTE]
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