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You're doing what? Surprising the DM
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<blockquote data-quote="Jackinthegreen" data-source="post: 6109024" data-attributes="member: 6678119"><p>If they roll low and gain no knowledge, I'd be totally fine with them wanting to go straight to the city. I'd kind of expect them to because most players would be like "Wastelands are called that for a reason. Let's GTFO." And if the party was really as focused on the city as you keep saying they were, I'd be more inclined to let them get to the city faster because having stuff broken up by too much crap can really deflate things into being boring. Their own active interests will almost certainly be worth far more than anything I can pull out of my hat in the interim. I might add in an encounter, but it'll be such that they can choose to interact with it. Cross paths with a nomad and he's likely more interested in his own business anyway. Heck, perhaps he'd be laughing at the characters for having to cross, and then that might give the players some sense of "Ha! Proved that smeghead wrong!" I might also have a nomad come by and serve as a bit of a guide. It'll depend on how things have gone really.</p><p></p><p>If the players succeed on learning something about the desert and choose to ignore it, I'll take that as a sign they want to get on to the city. And as above, there might be a quick encounter if the players choose to engage, and it'd be quick if they did unless they were really gung ho about it. Plus, chances are their good checks would let them find a better path.</p><p></p><p>I would have the checks mean something. The PCs of course won't interact with everything unless they choose to, and I make sure they can have that choice. I'll add in some descriptions, especially if you're blowing past stuff on a giant pseudonatural centipede, but as I said above, whatever the players' goals are at the moment will tend to trump stuff I throw in between. If the players don't have a goal, it's my job to give them something to center on.</p><p></p><p>That's how I would like to think I'd run things if given the chance to DM. I can't say for sure exactly how I'd react, but I hope it's along those lines. As a player I'm usually quite easygoing when it comes to the game just because I know that if I wasn't, I'd likely have more problems than the game is worth.</p><p></p><p>Of course, I would hope I could get the party to prepare well enough that the problem with Plane Shift plopping them somewhere that didn't jive with them could be resolved quicker if they really wanted it to be. The inherent randomness in Plane Shift can be fun, but when the party is so fixated on the goal and they aren't so far out that things can't be moved along reasonably, then I feel it'd be better for all of us if I let them do their thing lest I ruin it for them.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 6109024, member: 6678119"] If they roll low and gain no knowledge, I'd be totally fine with them wanting to go straight to the city. I'd kind of expect them to because most players would be like "Wastelands are called that for a reason. Let's GTFO." And if the party was really as focused on the city as you keep saying they were, I'd be more inclined to let them get to the city faster because having stuff broken up by too much crap can really deflate things into being boring. Their own active interests will almost certainly be worth far more than anything I can pull out of my hat in the interim. I might add in an encounter, but it'll be such that they can choose to interact with it. Cross paths with a nomad and he's likely more interested in his own business anyway. Heck, perhaps he'd be laughing at the characters for having to cross, and then that might give the players some sense of "Ha! Proved that smeghead wrong!" I might also have a nomad come by and serve as a bit of a guide. It'll depend on how things have gone really. If the players succeed on learning something about the desert and choose to ignore it, I'll take that as a sign they want to get on to the city. And as above, there might be a quick encounter if the players choose to engage, and it'd be quick if they did unless they were really gung ho about it. Plus, chances are their good checks would let them find a better path. I would have the checks mean something. The PCs of course won't interact with everything unless they choose to, and I make sure they can have that choice. I'll add in some descriptions, especially if you're blowing past stuff on a giant pseudonatural centipede, but as I said above, whatever the players' goals are at the moment will tend to trump stuff I throw in between. If the players don't have a goal, it's my job to give them something to center on. That's how I would like to think I'd run things if given the chance to DM. I can't say for sure exactly how I'd react, but I hope it's along those lines. As a player I'm usually quite easygoing when it comes to the game just because I know that if I wasn't, I'd likely have more problems than the game is worth. Of course, I would hope I could get the party to prepare well enough that the problem with Plane Shift plopping them somewhere that didn't jive with them could be resolved quicker if they really wanted it to be. The inherent randomness in Plane Shift can be fun, but when the party is so fixated on the goal and they aren't so far out that things can't be moved along reasonably, then I feel it'd be better for all of us if I let them do their thing lest I ruin it for them. [/QUOTE]
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