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You're doing what? Surprising the DM
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<blockquote data-quote="Lwaxy" data-source="post: 6114623" data-attributes="member: 53286"><p>This is the main question, yes. I have a group where 2 players groan and moan whenever the group is doing something that supposedly has nothing to do with their main quest. Both generally hate overland travel as well, although sometimes it is just a good thing for the story. Lots of time, they still have fun if they end up doing it but it seems complaining is so much part of their routine they do it anyway. We don't pay much attention anymore <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>I generally have the rule now that if we're doing a pre-made adventure/AP that they try to stick with the story. Sometimes some stuff is still skipped - like when my WotBS crew used the lantern archon to get them out of the city - but as long as no major part is skipped (as in essential to the story) that's fine by me. </p><p></p><p>So in the example with the desert, it being part of an AP, I would expect them to travel through and they would expect me to find a reason why they could not just summon something up. Sometimes, pre-made adventures forget about some subtle details like possible summoning or teleportation (or just can't take them into account) and then in my opinion the group and the GM need to have rules to allow for continuing the story. I might have just have the summoner suffering from the beginning of "summoner's fever" or any other magical malady to prevent it from happening, which to my group would mean I acknowledge their idea, but need a way for them to stick to the story and they'd be unlikely to have issues with it.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 6114623, member: 53286"] This is the main question, yes. I have a group where 2 players groan and moan whenever the group is doing something that supposedly has nothing to do with their main quest. Both generally hate overland travel as well, although sometimes it is just a good thing for the story. Lots of time, they still have fun if they end up doing it but it seems complaining is so much part of their routine they do it anyway. We don't pay much attention anymore :lol: I generally have the rule now that if we're doing a pre-made adventure/AP that they try to stick with the story. Sometimes some stuff is still skipped - like when my WotBS crew used the lantern archon to get them out of the city - but as long as no major part is skipped (as in essential to the story) that's fine by me. So in the example with the desert, it being part of an AP, I would expect them to travel through and they would expect me to find a reason why they could not just summon something up. Sometimes, pre-made adventures forget about some subtle details like possible summoning or teleportation (or just can't take them into account) and then in my opinion the group and the GM need to have rules to allow for continuing the story. I might have just have the summoner suffering from the beginning of "summoner's fever" or any other magical malady to prevent it from happening, which to my group would mean I acknowledge their idea, but need a way for them to stick to the story and they'd be unlikely to have issues with it. [/QUOTE]
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