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Switch to Forum Live View A potentially interesting question: What is "gotcha" DMing to you?
9 months ago  ::  Oct 08, 2012 - 2:13PM #41
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,206
Back on my point of using choke points or "gotcha" moments as pacing.

I see nothing wrong with pacing the group by forcing them to backtrack or sit down and think for a moment.

But, in that same light, I've always encouraged exploration. For me, if I meet a door I can't bypass in a game, I enjoy that. Because I like exploring an area to it's fullest. If the door is there, I know I'm free to run around in the area and see all there is to see. Make sure I miss nothing. If I'm role playing, the "door" (used as a general term to stop progress), could stop me to set up camp for the night and get some great roleplaying opportunities out of the me or the group. It might even be a chance for us to use all them fancy numbers on our sheets in various ways.

Now, I could see where that might be considered me putting in "safety protocols" to ensure that whatever I make as DM gets used, but that's not the case.

One time I can see where a "gotcha" might be good:

The players come to a locked door that pretty much halt's all adventure progress. The only way to open it is to turn the sand timer in the door and wait for it to empty itself. The timer is indestructible by physical means or magic. And can not be tampered with. The timer runs for 3 hours.

During this time, the party can only sit and wait, despite the fact they have been lead to believe there are other ways to open it.

So, once they come to the conclusion that they have to wait it out, they will likely turn to other thoughts. Like their resources. On the other side of the door, they know there's a sleeping dracolich. And it's been a long dungeon to trek through. They need rest. They need supplies.

This gives them a chance to make a bigger decision.

And as DM, I was able to give them this and turn the old negative "gotcha" into a good one by signaling to the party that they need to slow down before they kill themselves by pushing themselves too hard.
My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Oct 08, 2012 - 3:24PM #42
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,887
Lunar, the one thing I'd be noticeably opposed to in that situation is the indestructable nature of the timer. Difficult to destroy? Sure. Perhaps beyond the reasonable capability of the PCs to destroy at that given moment? Ok. Flat out indestructible? That strikes me as a bit heavy handed if you catch my meaning.

Of course its not a huge concern and might never come up but I'd be disingenuous if I said I was totally in agreement
I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.

If you challenge me, prepare to be challenged.  If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo

My blog and stuff http://dmingtowin.blogspot.com/
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9 months ago  ::  Oct 08, 2012 - 3:31PM #43
GreyICE
Date Joined: Nov 17, 2011
Posts: 731

Oct 8, 2012 -- 2:06PM, YagamiFire wrote:

GreyIce that is some seriously good explaining right there. So you would say, perhaps, that there is nothing more important than context provided?



Context provided yes, but also choice.  Players should have a choice that leads to them accepting the negative consequences.  They don't always need to be explicitly told they've made a choice that will have negative consequences, but the choice should be there and it should be deliberate (see the room in Cabin in the Woods for the BAD sort of choices to give your players).  

For example, lets say there's an NPC whose been helping your party.  He's the leader of a group of free Mul who used to be slaves, and he's interested in ensuring the safety of his charges, and also of preventing the slave trade and freeing existing slaves.  The party has a specific goal of defeating a powerful wizard, and to do so they band together with a coalition, part of which includes a band of slavers.  The PCs agree not to hurt the interests of anyone in that group, including the slavers.

When the Wizard allies with the Free Mul and the PCs suddenly find a knife in their back it should come as no surprise.  They made their choices.  They had reasons for their choices, and they might even be serving the greater good, but the Free Mul don't see it that way, and they betrayed the PCs.  This is not "Gotcha!"

So context is important, but so is PC choice.  If the PCs are presented with the coalition as a fait accompli and they THEN are betrayed by the Free Mul AFTER the DM forms the coalition, then it's a "Gotcha!" because the PCs never chose to make the coalition - it was thrown at them, and they dealt with it, and suddenly the DM has become unreliable (because the coalition that looked like a good idea turned out to be a less-than-good idea).  


As for Lunar Savage's door, there's no "Gotcha!" element to it at all.  It's a temporary barrier.  Lets say the PCs find out that the artifact they need is 3 days journey away.  Is that a "Gotcha" moment?  No.  It's a trip, it takes 3 days.  His door takes 3 hours.  Just pacing mechanisms.  Actually his door could be an interesting thing - the logic that your best lock is that the door takes 3 hours to open because you don't even need to guard it heavily.  Just send a patrol by to check it every hour - if the hourglass is flipped, you have a problem.  I'd expect the people who made that door to be very, very smart and be very worried about the possibility of fighting them.

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9 months ago  ::  Oct 08, 2012 - 3:38PM #44
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,887
Ah I gotcha.

So as long as the dm provides adequate context for the PCs to make an informed decision with a reasonable awareness of consequences it should not be seen as a gotcha.

I find myself definitely agreeing with this. If the dm is doing a good job the PCs should be able to make choices that may have had consequences...but those consequences are not gotchas..they are reasonable possibilities.
I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.

If you challenge me, prepare to be challenged.  If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo

My blog and stuff http://dmingtowin.blogspot.com/
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9 months ago  ::  Oct 08, 2012 - 3:42PM #45
ORC_Aria
Date Joined: Aug 7, 2012
Posts: 225
I’ve removed content from this thread because trolling/baiting is a violation of the Code of Conduct.

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9 months ago  ::  Oct 08, 2012 - 3:45PM #46
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,887
Thank you for the clean up, orcish benefactor
I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.

If you challenge me, prepare to be challenged.  If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo

My blog and stuff http://dmingtowin.blogspot.com/
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9 months ago  ::  Oct 08, 2012 - 3:49PM #47
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,206
Fair points on my example. I suppose if I'm going to make it indestructible (which would probably be unlikely in a game I run), that is a bit heavy handed. But as GreyICE stated, it is a temporary barrier. But so is any other door that prevents moving forward except by a single means. Which has generally been agreed upon as a "gotcha" by several posters.

I suppose the bigger "gotcha" moment would be for me to give it regular patrols that the PCs wind up facing regardless because they're trying to open the door. Though, my players probably wouldn't call that a "gotcha". They'd view it as me just throwing XP at them. As I recall, in the last session we played they were surrounded by about 18 bugbears. One of them kept commenting on all the experience they weren't getting by allying themselves with them. xD

OH CRAP. AN ORC. *Rolls initiative* 
My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Oct 08, 2012 - 6:17PM #48
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,887

Oct 8, 2012 -- 3:49PM, LunarSavage wrote:

Fair points on my example. I suppose if I'm going to make it indestructible (which would probably be unlikely in a game I run), that is a bit heavy handed. But as GreyICE stated, it is a temporary barrier. But so is any other door that prevents moving forward except by a single means. Which has generally been agreed upon as a "gotcha" by several posters.

I suppose the bigger "gotcha" moment would be for me to give it regular patrols that the PCs wind up facing regardless because they're trying to open the door. Though, my players probably wouldn't call that a "gotcha". They'd view it as me just throwing XP at them. As I recall, in the last session we played they were surrounded by about 18 bugbears. One of them kept commenting on all the experience they weren't getting by allying themselves with them. xD

OH CRAP. AN ORC. *Rolls initiative* 




Haha, my group has a similar outlook on things when it comes to monsters=XP, though for them its more about treasure and items of interest from the various monsters (Basilisk eyes and cockatrice skins and what-have-you...) but the XP is equally important. Of course, this is tempered by their desire to minimize their own risk and resource expenditure so its a nice balancing act that they play.

Hmm the regular patrol thing though seems reasonable to me, especially if they have a way of learning this (such as a description of worn paths on the stones where feet regularly travel, etc).

I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.

If you challenge me, prepare to be challenged.  If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo

My blog and stuff http://dmingtowin.blogspot.com/
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9 months ago  ::  Oct 09, 2012 - 1:51AM #49
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,449

Oct 8, 2012 -- 1:56PM, GreyICE wrote:

The Jewel that the players picked up has a useful magical power, but was once part of a Dragon's horde, and now they're being stalked by an angry red dragon that will attack them - Gotcha!

If a DM did this to me I'd just be like "... really?"  It's so goddamn bad.


While I agree that this is strictly speaking a gotcha, I am not sure I would mind all that much if properly presented. After all, I am playing the game to adventure, and I don't mind the occassional complication. What is more, it is part and parcel of the stories D&D simulates.

Of course, the same situation can also be fun if the players actually realize the inherent risks about an item. I loved it when my players in a recent campaign had an intense IC discussion about the benefits of keeping a magical ring that also happened to be the seal of a now extinct imperial bloodline, but that madmen and influential nobles still claimed to belong to when attempting to reunite the empire. They decide that the ring would not be worth the trouble, selling it for favors and money to the Chamberlain.

In the end, it is all about presentation and player expectation. Most players like to be occassionally surprised. They want to overcome a challenge. As such the occassional gotcha is fine as long as it increases the fun for all at the table.

In this regards I definitely agree with the OP. The words metagame, railroad and gotcha are defined and can be used. The fact that people often associate negative aspects to the term and then use it to tell somebody is running the game wrong has nothing to do with the words. Merely with the fact that many people apparently apply very narrow definitions to the words so that it never applies to their own game, but only to the negative aspects they are discussing about. The discussions tend to be very black-and-white even though it never is in practice. In this regards I see the question of the OP more about when is a gotcha too much, when not

P.S. I still stick to my opinion that the door example is not a gotcha without some more context. It could be a gotcha if the PCs need to get past that door (and know it), but somehow missed the key to open that door, failing as result, because of the DM purposely withholding the necessary information. That is an awefull lot of assumptions though, and in my experience the unopenable door is much more often a sign of extreme railroading or the DM trying to get the players to start problem solving and misjudging the complexity of the puzzle

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9 months ago  ::  Oct 09, 2012 - 7:56AM #50
GreyICE
Date Joined: Nov 17, 2011
Posts: 731

Oct 8, 2012 -- 3:49PM, LunarSavage wrote:

Fair points on my example. I suppose if I'm going to make it indestructible (which would probably be unlikely in a game I run), that is a bit heavy handed. But as GreyICE stated, it is a temporary barrier. But so is any other door that prevents moving forward except by a single means. Which has generally been agreed upon as a "gotcha" by several posters.

I suppose the bigger "gotcha" moment would be for me to give it regular patrols that the PCs wind up facing regardless because they're trying to open the door. Though, my players probably wouldn't call that a "gotcha". They'd view it as me just throwing XP at them. As I recall, in the last session we played they were surrounded by about 18 bugbears. One of them kept commenting on all the experience they weren't getting by allying themselves with them. xD

OH CRAP. AN ORC. *Rolls initiative* 



Well it depends on "the only way past the door."  

If the only way past the door is "turn the handle" I can't see anyone saying that's gotcha DMing.  If the only way past the door is to have taken the ruby key from the lair of Skizrak the Dragon Overlord who is 400 miles away, and that the PCs met 3 months ago, and they had no way of knowing this was coming, yeah, that's "gotcha!"

Yours is far closer to the former than the latter.  

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