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You're doing what? Surprising the DM
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<blockquote data-quote="N'raac" data-source="post: 6109182" data-attributes="member: 6681948"><p>And if players accept that, great. Where I see the problem is pretty similar to Hussar’s comments – if the players are prepared to accept complications as they arise, then a behind the scenes roll works fine. But Hussar doesn’t like those complications, from what I’ve seen, so he will insist on playing out the hiring, despite hating every minute of it, just in case this is the one case in the whole campaign where a detailed interview saves him from a negative complication.</p><p> </p><p>I’d be fine asking the players “which approach do you want to take”, but that means they live with the consequence of that choice. If Hussar’s choice is to take a Local Knowledge (or whatever) roll, and it comes up 1, too bad – his character probably makes a bad hire. </p><p></p><p></p><p> </p><p>Perhaps I have conceded you can have the advantage of the mercenaries if you earn it, through clever play, investment of character resources and judicious risk management.</p><p> </p><p></p><p> </p><p>Let’s flip that around. Why are we playing out the Grell battle? I’ve conceded that – if the players succeed – they get the benefits of having defeated the Grell. I’ve concluded it won’t break the game. So let’s just call the Grell defeated and move on.</p><p> </p><p>I agree that the GM and players need to come to common ground on what the game will focus on. I do not agree that the right to make that decision properly devolves to any one player, and that includes the GM.</p><p></p><p></p><p> </p><p>Discussed pretty thoroughly above. The desert and the siege are both obstacles between the PC’s and the city. Both could be made relevant (or, if you prefer, have bread crumbs dropped into them), both could be engaging and exciting, or boring slogs.</p><p> </p><p>And, if the centipede got us past vertical escarpments and fast moving desert creatures, let it run through the besieging force’s camp at night, up the city wall and down the other side. How did it suddenly lose all that effectiveness?</p></blockquote><p></p>
[QUOTE="N'raac, post: 6109182, member: 6681948"] And if players accept that, great. Where I see the problem is pretty similar to Hussar’s comments – if the players are prepared to accept complications as they arise, then a behind the scenes roll works fine. But Hussar doesn’t like those complications, from what I’ve seen, so he will insist on playing out the hiring, despite hating every minute of it, just in case this is the one case in the whole campaign where a detailed interview saves him from a negative complication. I’d be fine asking the players “which approach do you want to take”, but that means they live with the consequence of that choice. If Hussar’s choice is to take a Local Knowledge (or whatever) roll, and it comes up 1, too bad – his character probably makes a bad hire. Perhaps I have conceded you can have the advantage of the mercenaries if you earn it, through clever play, investment of character resources and judicious risk management. Let’s flip that around. Why are we playing out the Grell battle? I’ve conceded that – if the players succeed – they get the benefits of having defeated the Grell. I’ve concluded it won’t break the game. So let’s just call the Grell defeated and move on. I agree that the GM and players need to come to common ground on what the game will focus on. I do not agree that the right to make that decision properly devolves to any one player, and that includes the GM. Discussed pretty thoroughly above. The desert and the siege are both obstacles between the PC’s and the city. Both could be made relevant (or, if you prefer, have bread crumbs dropped into them), both could be engaging and exciting, or boring slogs. And, if the centipede got us past vertical escarpments and fast moving desert creatures, let it run through the besieging force’s camp at night, up the city wall and down the other side. How did it suddenly lose all that effectiveness? [/QUOTE]
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