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Switch to Forum Live View A “bad” DM?
7 months ago  ::  Nov 03, 2012 - 5:19PM #1
bluespruce786
Date Joined: Oct 21, 2012
Posts: 722

In my world there can be a great flood, one of biblical proportion. The water rises hundreds of feet in a matter of hours; the newly created sea is dark and stormy. Anything stored in one of the towns that is now underwater is lost and any mounts or pack animals will probably not survive. Personal items such as arms, armor, magic items, and spell books must make a saving throw to be held onto as the party swims for its life. One item per player is allowed an automatic save.


 The party must swim towards the only light they can see. This turns out to be a wizard’s tower inhabited a necromancer and his evil colleagues. This adventure is meant to be tough and scary. The players are meant to feel that they may not make it out of this one. And in truth the potential for a TPK is present.


 The great flood opens chapter 2 or 3 of the campaign and isn’t always triggered. Up until this point the party has had some hard fights but they have always prevailed and have had the opportunity to go back and wreak vengeance upon some earlier adversaries. The why and how of the flood is the next overarching plot hook in the game.


 This isn’t exactly a candyland fun night of gaming. It is challenging and it is part of the story that the players are creating.


 Is this an example of good DM’ing or bad?

As always thanks to everyone in advance for your time and help.

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7 months ago  ::  Nov 03, 2012 - 5:45PM #2
trebor_rjf
Date Joined: Sep 30, 2006
Posts: 1,086
A bad DM is just someone who consistently fails to provide his/her players with a good time. it's really that simple.


your example could go either way; some people might feel like they're on the railroad in that situation, others might be out of their minds with fun over it.  

if you're asking for individual opinions based on information given, i'd say that there's a pretty good chance i'd be bummed if i lost all my stuff and was forced to fight a necromancer shortly after. like i said before though, it's all subjective. for all i know, the situation given could have been perfectly justified within the context of the players' choices during the campaign.
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7 months ago  ::  Nov 03, 2012 - 5:48PM #3
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095
I don't think you can really take an in-game event like this, ask if it was good or bad DMing, and get a meaningful answer.  It depends too much on the players, what they like, what they came for and how it all goes down at the table.

With the right group(which likely includes me, I'd like this), and the right implementation, this could be a blast.  With the wrong group, or bad implementation, it could be a flop.   
Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


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7 months ago  ::  Nov 03, 2012 - 6:10PM #4
Zaramon
Date Joined: Oct 19, 2012
Posts: 1,426
You're the DM, you should know what you're group wants. Someimes its easy to make an epic failure of an adventure that you think will be awesome. One of the themes that I always enjoy in my games is the idea of a little light in a great expanse of dark. One Hunter game I ran worked like this. Throughout the first in-game day, the characters were slowly figuring out that there was more to this world than meets the eye. As it got closer to nightfall, things got weirder and creepier.

Until ultimately right at around dusk they were being dogged by vampires that woke up a little early, but they had to stick to shadow to avoid getting burned, so they kept making perception checks as they looked for a safe place to hole up. One of the PCs ran a small church, they ducked in there, and then when nightfall hit, the first thing the vampires did was cut the power.

Then for seemingly no reason (there was a reason, we just never got to it) the few candles that were in the building all ignited at once, and there was a small inscription on the altar that basically amounted to, "it may be dark as hell, but you've a little light and its more than enough." So they started breaking apart pews and using the candles to make torches. If any of you have ever played Hunter you know where this is going. Well, the vamps seiged the place and ultimately got owned, and then the adventure ended.

I thought it went really well. There was heroism in the midst of all kinds of horror, some fun combat, and great trepidation at what was in the dark. I thought it was an awesome role-playing experience. Well, it never got past that session because my group just wasn't into that kind of game. Made me sad. Just know your group's tastes, and play to them.
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7 months ago  ::  Nov 03, 2012 - 6:59PM #5
VacantPsalm
Date Joined: May 4, 2011
Posts: 470

Sounds pretty epic to me. Yet again, I like a game that has a bite to it. As I often say, "OH CRY WHEN WE'RE ALL DEAD!"

However, if the players were expecting a more traditional D&D game about being awesome heroes, then there was certainly some misinformation. I wouldn't say that is begin a bad DM, but it did provided a bad experience for the players. (Which can be considered "being a bad DM.") Either way, I'm willing to bet it's a mistake that DM won't make twice.

What I think the Wilder Design Goals should be.
Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P

Homebrew Psionics blog posts archive:
Spoiler: Show

UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas.
Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.

Really old.
Nov/02/2012:
I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process.
Part 1, Hard rules/example soulknife discipline: Link.
Part 2, Basic ideas/goals on basic numbers and classes: Link.
Part 3, Direction/ideas I want to take with specific disciplines: Link.


:3
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7 months ago  ::  Nov 03, 2012 - 7:08PM #6
MeCorva
Date Joined: Jun 6, 2008
Posts: 770
Perhaps instead of grading, we can give you suggestions?   I think the general concept is fine, but perhaps some things to think about.   

The payoff from a player pov, of the "losing all your stuff" is getting it back at the end.  That helps you remember how much you like your stuff, to be missing it.  So, perhaps chapter 2 is a bit early -  they'll be missing their stuff, but they won't  really have stuff.   So, maybe chapter 4 or 5?
As well, the feeling of oppression, being caught off guard, and needing to make due can be heightened if you have the wizards/clerics start the adventure with less than the usual amount of spells.   Have them end an adventure a bit early, with about Half their spells, and then have them wake to this catastrophic event.   Make sure you put scrolls or potions so that the wizard players can also get the joy of small wins, equivalent to when the fighter finds leather armor, and is no longer wearing robes. 
To help it avoid feeling railroady, give the players some goals other than beating up the me romanced and stealing his stuff.  A boat full of refuges, with not enough space for the pcs might be an interesting moral dilemma, and a secondary objective.
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7 months ago  ::  Nov 03, 2012 - 7:22PM #7
Jenks
Date Joined: Apr 4, 2008
Posts: 2,497
"Bad DM" is such a terrible term. It can be used correctly, but it almost never is. It is used to flame people and make others feel superior. I personally roll my eyes every time I see "Well if you are a bad DM, yeah", and really wish people would just stop saying it. Bad DMing is only true in one case which is listed above. 

"A bad DM is just someone who consistently fails to provide his/her players with a good time", and they know it but they don't try and correct it. If your players are consistently not having fun, you know it and just don't care, then you may be a bad DM, MAY BE, you might just be inexperience which does NOT make you a bad dm. This is much rarer than the internet makes it out to be.

Your example is not an example of bad DMing. Personally I like the idea and might have to do something like it in the future. Just know that no one who has not played with you can call you a bad DM, they don't know.
My two copper.



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7 months ago  ::  Nov 03, 2012 - 7:52PM #8
bluespruce786
Date Joined: Oct 21, 2012
Posts: 722

Nov 3, 2012 -- 7:22PM, Jenks wrote:

"Bad DM" is such a terrible term. It can be used correctly, but it almost never is. It is used to flame people and make others feel superior. I personally roll my eyes every time I see "Well if you are a bad DM, yeah", and really wish people would just stop saying it. Bad DMing is only true in one case which is listed above. 

"A bad DM is just someone who consistently fails to provide his/her players with a good time", and they know it but they don't try and correct it. If your players are consistently not having fun, you know it and just don't care, then you may be a bad DM, MAY BE, you might just be inexperience which does NOT make you a bad dm. This is much rarer than the internet makes it out to be.

Your example is not an example of bad DMing. Personally I like the idea and might have to do something like it in the future. Just know that no one who has not played with you can call you a bad DM, they don't know.





That’s part of why I titled this thread like I did. My question actually Arises from OrwellianHaggis’ thread, I can’t figure out where all the animosity about that comes from. So I’m trying to get a feel for what is currently considered acceptable behavior for a DM. 

And what do you mean by  "Bad DMing is only true in one case which is listed above. "? Which case are you refering to?




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7 months ago  ::  Nov 03, 2012 - 8:25PM #9
Jenks
Date Joined: Apr 4, 2008
Posts: 2,497
I quoted it in the next paragraph. It was the first sentence in trebor_rjf's post, but I expanded upon it.
My two copper.



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7 months ago  ::  Nov 03, 2012 - 8:26PM #10
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095

Nov 3, 2012 -- 7:52PM, bluespruce786 wrote:

That’s part of why I titled this thread like I did. My question actually Arises from OrwellianHaggis’ thread, I can’t figure out where all the animosity about that comes from. So I’m trying to get a feel for what is currently considered acceptable behavior for a DM.



The animosity in that thread comes from the way the DM handled on the fly changes to the rules.  The actual story content of the event is irrelevant.

And you should probably be starting to suspect by now that there isn't a lot of consensus on, well, most issues, really.  Not here, anyway.  

Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
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