Page 46 - Some Assembly Required

22nd Nov 2011, 6:00 AM
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Some Assembly Required
Average Rating: 5 (1 votes)
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Author Notes:

Newbiespud 22nd Nov 2011, 6:00 AM edit delete
This is the point when my players start scheming. What will they do once they get the all-powerful artifact? If they aren't openly discussing it, they're at least thinking about it.

If the party can't agree on a course of action, though, they'll end up fighting amongst themselves. So from the DM's perspective, there's balance.


Akouma 22nd Nov 2011, 6:06 AM edit delete reply
One time my players found an ancient set of armor that was enchanted to make its bonded user come back to life when needed. Even after outright saying it doesn't work the way they were thinking, a few of the players demanded that they get the armor so that they can revive whenever they wanted. Then another group of them did the research and figured out how to call the spirit bound to the armor. They now have a legendary demon hunter along for the ride.

...In fact I really should use him more.
Chris 22nd Nov 2011, 9:42 AM edit delete reply
I HATE when DMs take ideas from players a la the last panel. It makes everyone afraid to plan ahead, for fear that they'll inadvertently make their character's lives more miserable by accidentally telling the DM how to ruin their plans. And if you're afraid to talk about the game while you're playing, even in character...well, that takes a lot of the fun out of playing, doesn't it?

A DM can reserve the right to alter their game as needed, fine, but doing so in response to player strategy sessions, and specifically using tactics that the players thought up that you didn't think of beforehand, is just wrong.
Aurabolt 22nd Nov 2011, 9:49 AM edit delete reply
Oh come on, its completely fair. The DM and players are playing together, so it makes perfect sense for-if the players come up with something-that the DM is allowed to also draw inspiration from their words.
Akouma 22nd Nov 2011, 10:20 AM edit delete reply
When a player has a REALLY good idea, it's really a shame and a waste to not use it. The DM's most powerful tool is "Sure, why not?"
Alpharius 22nd Nov 2011, 10:44 AM edit delete reply
No, it's a dick move. Players should be rewarded for thinking and planning ahead, and the DM changing the encounter in reaction to their plans is punishing them for that.
Rugsrat 22nd Nov 2011, 11:01 AM edit delete reply
It is possible to change things around without actually changing plans. My own 4e game: players are trying to track down the last surviving member of a royal bloodline that the party's patrons wanted dead (they were going to avoid this if possible). They immediately picked out that it was the little girl that helped them in the first session and that they had to then cart around for a while. A quick back-peddle later, and it became the woman that adopted the child instead. Changed? Yes. Gets to the same point? Yes. Did it make it more of a surprise and therefore a better experience? also yes.

As far as taking ideas from players, I've also been known to do that. Players ARE your best source ideas. When your players see something that they threw out in idle conversation, I've only ever seen positive reactions. "Yeah I knew it!" is the general sentiment. It's a compliment to your players to use their ideas. This is their game as much as yours.

If they have a legitimately better idea, use it. As Akouma said, your most powerful tool is "Sure, why not?" (To which I ammend that to "Yes! And..." a-la the golden rule of improv.
Crade 22nd Nov 2011, 12:49 PM edit delete reply
They *are* rewarded for thinking and planning ahead, with a much more challenging, satisfying and all around much more epic story!
Pinkie 3.14159265358979 22nd Nov 2011, 12:50 PM