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You're doing what? Surprising the DM
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<blockquote data-quote="Nagol" data-source="post: 6107222" data-attributes="member: 23935"><p>The player group should be prepared for the explicit and expected consequences of their actions and be prepared to deal with them. They can request to DM tyo skip them if they feel they are inconsequential, but they should be prepared to deal with them if the DM disagrees on their irrelevance. The group is in the desert because they chose to go there -- they may have hoped to avoid it by rolling low, but such is the nature of relying on luck. Now that they are <strong>here</strong>, they have to get <strong>there</strong> and the DM thinks the travel in consequential let's get started. If the situation is unacceptable the player group should prepare the PCs to mitigate those consequences.</p><p></p><p></p><p></p><p>And your point? In the edition being played at the table, <em>Plane Shift</em> had known inaccuracy -- in fact can't be accurate. And the rules do include abilities to improve that accuracy (high level spells), negate distance travel (the various Walk spells, <em>Greater Teleport</em>, and likely more besides considering at least some splat material was included). The group knows that 50% of the time the group would be 200+ miles from their destination. If it does not prepare to mitigate that journey and the DM believes the journey to be consequential then the outcome is a lot of walking. In a tightly-focused story-based game, the DM is likely to consider the travel inconsequential <em>or it is consequential and it is time for the players to figure out why</em>.</p><p></p><p></p><p></p><p>So a GM shouldn't feed the consequences of player action back to the players in a player-driven game? You and I have different definitions.</p><p></p><p></p><p></p><p></p><p>I suspect the DM didn't spend 90 minutes of time presenting a monologue to the players regarding who showed up. That means one or more players participated. Obviously, Hussar did not enjoy the episode. I will not comment on how appropriate the time spent was since I do not know how engaged the other players were in the scene. It has certainly been the case for me that the players have spent much longer talking to what I thought of as bit players than I thought reasonable. I won't comment on the DM's motivation or competency since we only have part of one side of the story.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6107222, member: 23935"] The player group should be prepared for the explicit and expected consequences of their actions and be prepared to deal with them. They can request to DM tyo skip them if they feel they are inconsequential, but they should be prepared to deal with them if the DM disagrees on their irrelevance. The group is in the desert because they chose to go there -- they may have hoped to avoid it by rolling low, but such is the nature of relying on luck. Now that they are [B]here[/B], they have to get [B]there[/B] and the DM thinks the travel in consequential let's get started. If the situation is unacceptable the player group should prepare the PCs to mitigate those consequences. And your point? In the edition being played at the table, [I]Plane Shift[/I] had known inaccuracy -- in fact can't be accurate. And the rules do include abilities to improve that accuracy (high level spells), negate distance travel (the various Walk spells, [I]Greater Teleport[/I], and likely more besides considering at least some splat material was included). The group knows that 50% of the time the group would be 200+ miles from their destination. If it does not prepare to mitigate that journey and the DM believes the journey to be consequential then the outcome is a lot of walking. In a tightly-focused story-based game, the DM is likely to consider the travel inconsequential [I]or it is consequential and it is time for the players to figure out why[/I]. So a GM shouldn't feed the consequences of player action back to the players in a player-driven game? You and I have different definitions. I suspect the DM didn't spend 90 minutes of time presenting a monologue to the players regarding who showed up. That means one or more players participated. Obviously, Hussar did not enjoy the episode. I will not comment on how appropriate the time spent was since I do not know how engaged the other players were in the scene. It has certainly been the case for me that the players have spent much longer talking to what I thought of as bit players than I thought reasonable. I won't comment on the DM's motivation or competency since we only have part of one side of the story. [/QUOTE]
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