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You're doing what? Surprising the DM
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<blockquote data-quote="Hussar" data-source="post: 6120662" data-attributes="member: 22779"><p>Not if the DM has done his job.</p><p></p><p>Granted, you're right. There are no guarantees. But, I do know that if you force players to play out situations that they have specifically told you that they don't want to play out, they aren't going to be happy and, speaking for myself, I'm going to far more likely to think that you're simply roadblocking. </p><p></p><p>OTOH, if the DM has done his homework and knows what the motivations of the players and the PC's actually are, it shouldn't be too difficult to wrap those motivations around complications that engage the players. Now, if you fail to do so and the complication doesn't engage the players, then skip it. Go on to the next thing. Try again.</p><p></p><p>Instead of ramming complications down the throats of players because it "makes sense for the world", try framing complications that play off what the players tell you they want to do. Don't force players to play out extended RP interactions with NPC's when the players tell you they really don't want to do that. OTOH, if they do start engaging with some NPC, run with it. And, after the session, ask yourself why the players had no problems talking to that kobold prisoner for an hour but bitched after talking to that hireling for ten minutes. What is the difference between those situations? Why did one hook them and the other didn't. </p><p></p><p>Self examination goes a long way to making sure that scenes will actually carry emotional engagement with the players. I think the biggest problem for me comes when the DM feels that his setting is more important than the players. ((Not the PC's, the actual flesh and blood players at the table)) X happens because it makes sense for the setting is not compelling to me. I don't care. X happens because Bob there has Y in his background that has been established at the table? Fantastic.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6120662, member: 22779"] Not if the DM has done his job. Granted, you're right. There are no guarantees. But, I do know that if you force players to play out situations that they have specifically told you that they don't want to play out, they aren't going to be happy and, speaking for myself, I'm going to far more likely to think that you're simply roadblocking. OTOH, if the DM has done his homework and knows what the motivations of the players and the PC's actually are, it shouldn't be too difficult to wrap those motivations around complications that engage the players. Now, if you fail to do so and the complication doesn't engage the players, then skip it. Go on to the next thing. Try again. Instead of ramming complications down the throats of players because it "makes sense for the world", try framing complications that play off what the players tell you they want to do. Don't force players to play out extended RP interactions with NPC's when the players tell you they really don't want to do that. OTOH, if they do start engaging with some NPC, run with it. And, after the session, ask yourself why the players had no problems talking to that kobold prisoner for an hour but bitched after talking to that hireling for ten minutes. What is the difference between those situations? Why did one hook them and the other didn't. Self examination goes a long way to making sure that scenes will actually carry emotional engagement with the players. I think the biggest problem for me comes when the DM feels that his setting is more important than the players. ((Not the PC's, the actual flesh and blood players at the table)) X happens because it makes sense for the setting is not compelling to me. I don't care. X happens because Bob there has Y in his background that has been established at the table? Fantastic. [/QUOTE]
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