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Old 03-26-2007, 08:43 AM   #10
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Quote:
Originally posted by Legolas:

Being told I can't do something then. While it's essential that DMs dare tell the players No when they're being terribly disruptive, being told I can't try to break through a wall, climb down the incredibly deep gorge and then up the other side, trick the snake monster into tying itself in a knot or whatever unexpected notion I come up with just kills creativity. I'm not attempting to cheat my way past obstacles, I'm seeking to find solutions, and even though they may not be what the DM had in mind or success is contrary to the DMs plans (I should run or turn back), I appreciate having at least some chance of success.
I like this one particularly, many times players get clever ideas that aren't covered by the rules, things that are more complex than "I hit it with my sword until it drops" and as a DM you need to be flexible enough to judge things that aren't covered by the rules, not necessarily allow all of it to happen (the snake monster has a 19 intelligence and isn't going to tie itself into a knot, but have 25xp for the clever idea) spontaneous rewards for clever ideas or good roleplaying can help to encourage the same in the future, and also show that even if it didn't work this time, the thought is appreciated and might work again in the future. And finally the advice from the 1st ed AD&D DMG, the rules are a guideline, feel free to modify, ignore, or enforce them to make your game the very best game you can have.

(additionally on the note of being outperformed by NPC's, GMPC's can be a menace if they take center stage, as it often becomes a case of "watch my character run through the adventure while his/her henchmen (the players) pick up the tablescraps.
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