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You're doing what? Surprising the DM
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<blockquote data-quote="N'raac" data-source="post: 6123015" data-attributes="member: 6681948"><p>Either you have no interest in encounters in the desert (which means they are not interesting <u>to you</u>) or you are interested in encounters in the desert (in which case quit complaining about playing through them).</p><p></p><p></p><p> </p><p>Emphasis added. You have spent over 100 pages of this thread telling us we should tailor the game to the group. But you don’t consider their capabilities, only their backgrounds and personalities. So if a character or two never get a chance to shine, who cares?</p><p></p><p></p><p> </p><p>No, they do not. They can specifically choose not to communicate with the siege or the occupants of Wherever It Is and treat every situation as an infiltration/combat missing, making all interaction alternatives irrelevant to them.</p><p></p><p></p><p> </p><p>If that made sense, would we have been going in circles for 100+ pages?</p><p> </p><p>It makes precisely as much sense as:</p><p> </p><p>The siege has zero buy in from the players. The only reason they have to get past the siege is geography. The goal is inside the siege. But, the siege itself is irrelevant to the players because there is no buy-in from the players.</p><p> </p><p>Whatever you assume has buyin is relevant. Whatever you assume lacks buyin is not. And you assume that your buyin equals buyin by the group as a whole.</p><p></p><p></p><p> </p><p>It is “neither “better” nor “worse”. If the players are bored by the Cult problem, they are bored with it whether or not they know about the link to Bob.</p><p></p><p></p><p> </p><p>Sure you would. We’re all enjoying the desert travel until one player says “Not feeling it – fast forward to the city”. The game has been hijacked to the city.</p><p></p><p></p><p> </p><p>So, it's okay for players to have their own ideas, but, they don't get to decide whether they will ever see play, are completely dependent on the DM and every other player to allow complications and will have their complications, or even their character concept, pushed into the back seat by any other player whenever any player feels it should.</p><p> </p><p>Still not seeing the inherent superiority of your approach…</p><p></p><p></p><p></p><p>Unless someone doesn't like that character. Veto.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6123015, member: 6681948"] Either you have no interest in encounters in the desert (which means they are not interesting [U]to you[/U]) or you are interested in encounters in the desert (in which case quit complaining about playing through them). Emphasis added. You have spent over 100 pages of this thread telling us we should tailor the game to the group. But you don’t consider their capabilities, only their backgrounds and personalities. So if a character or two never get a chance to shine, who cares? No, they do not. They can specifically choose not to communicate with the siege or the occupants of Wherever It Is and treat every situation as an infiltration/combat missing, making all interaction alternatives irrelevant to them. If that made sense, would we have been going in circles for 100+ pages? It makes precisely as much sense as: The siege has zero buy in from the players. The only reason they have to get past the siege is geography. The goal is inside the siege. But, the siege itself is irrelevant to the players because there is no buy-in from the players. Whatever you assume has buyin is relevant. Whatever you assume lacks buyin is not. And you assume that your buyin equals buyin by the group as a whole. It is “neither “better” nor “worse”. If the players are bored by the Cult problem, they are bored with it whether or not they know about the link to Bob. Sure you would. We’re all enjoying the desert travel until one player says “Not feeling it – fast forward to the city”. The game has been hijacked to the city. So, it's okay for players to have their own ideas, but, they don't get to decide whether they will ever see play, are completely dependent on the DM and every other player to allow complications and will have their complications, or even their character concept, pushed into the back seat by any other player whenever any player feels it should. Still not seeing the inherent superiority of your approach… Unless someone doesn't like that character. Veto. [/QUOTE]
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