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You're doing what? Surprising the DM
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<blockquote data-quote="Nagol" data-source="post: 6111537" data-attributes="member: 23935"><p>Which was the edition being played.</p><p></p><p></p><p></p><p>No, if the DM wanted to stipulate the city was close he certainly could have. He chose to roll the dice. Perhaps something was at stake? And apparently according to Celebrim the adventure specifies a specific distance (based on the adventure in play). The PCs ended up in a place sub-optimal to their desires. Time to find out what the next complication is.</p><p></p><p></p><p></p><p>I disagree obviously. To me, summoning a giant centipede engages the scene and applies a modifier to the party's travel, but that travel will continue. Contrast this with <em>Wind Walk</em>, <em>Shadow Walk</em>, <em>Greater Teleport</em>. As a DM, I'd be tempted to negate a transition if a players spends resources in this manner because its a signal he wants to engage.</p><p></p><p> Intuit Direction lets you know which way is north. That can be useful, but not if you don't which direction to travel to begin with. Spells and other abilities can help, sure. So can asking the natives.</p><p></p><p> No. I no longer own a copy. I'm taking you at your word that player choice has be curtailed/modified based upon your preferred method of running the table. That's pretty much the definitional purpose of a house rule. "Players need not concern themselves with strategic travel options as the narratives will generally take care of it." is certainly on par with "This campaign will have limited supernatural creatures. The most common enemy will be human".</p><p></p><p></p><p></p><p>The players accepted the potential outcome when they used the ability as much as a gambler accepts the possibility of the roulette table coming up black or green when he bets on red. Should the players feel such an outcome was beyond the pale, they should prepare contingencies. Absent of those contingencies, the players should expect to deal with the situation in which they find themselves. </p><p></p><p>The nature of authorial control is that the entities it lies with make the call. Whomever has the control should be sympathetic and then make the call that seems best for the table and the situation as it is understood. It's the obligation that comes with the position. Others at the table should understand that the sometimes their preferences don't stand. If their is a pattern of preferences being in conflict it's time to re-assess if the group fits well together in this activity.</p><p></p><p>As for the centipede, I discussed it earlier. As a signal it is at best mixed. As a tactic is is quite limited in the extra evasion it offers an any plane where the main inhabitants teleport at will.</p><p></p><p>The GM has authorial control. He should certainly be open to hearing the preferences of individual players, but his responsibility is to the table. He has to make the call that seems best for the group and is true to the social contract.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6111537, member: 23935"] Which was the edition being played. No, if the DM wanted to stipulate the city was close he certainly could have. He chose to roll the dice. Perhaps something was at stake? And apparently according to Celebrim the adventure specifies a specific distance (based on the adventure in play). The PCs ended up in a place sub-optimal to their desires. Time to find out what the next complication is. I disagree obviously. To me, summoning a giant centipede engages the scene and applies a modifier to the party's travel, but that travel will continue. Contrast this with [I]Wind Walk[/I], [I]Shadow Walk[/I], [I]Greater Teleport[/I]. As a DM, I'd be tempted to negate a transition if a players spends resources in this manner because its a signal he wants to engage. Intuit Direction lets you know which way is north. That can be useful, but not if you don't which direction to travel to begin with. Spells and other abilities can help, sure. So can asking the natives. No. I no longer own a copy. I'm taking you at your word that player choice has be curtailed/modified based upon your preferred method of running the table. That's pretty much the definitional purpose of a house rule. "Players need not concern themselves with strategic travel options as the narratives will generally take care of it." is certainly on par with "This campaign will have limited supernatural creatures. The most common enemy will be human". The players accepted the potential outcome when they used the ability as much as a gambler accepts the possibility of the roulette table coming up black or green when he bets on red. Should the players feel such an outcome was beyond the pale, they should prepare contingencies. Absent of those contingencies, the players should expect to deal with the situation in which they find themselves. The nature of authorial control is that the entities it lies with make the call. Whomever has the control should be sympathetic and then make the call that seems best for the table and the situation as it is understood. It's the obligation that comes with the position. Others at the table should understand that the sometimes their preferences don't stand. If their is a pattern of preferences being in conflict it's time to re-assess if the group fits well together in this activity. As for the centipede, I discussed it earlier. As a signal it is at best mixed. As a tactic is is quite limited in the extra evasion it offers an any plane where the main inhabitants teleport at will. The GM has authorial control. He should certainly be open to hearing the preferences of individual players, but his responsibility is to the table. He has to make the call that seems best for the group and is true to the social contract. [/QUOTE]
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