Originally Posted by
Satinavian
And now you start another campaign of the same kind with mostly the same players and somehow expect it to be different. Because you (again) tell your players how you think players should play. Your new letter is mostly a summary of your past issues that you presumely already have complained about.
First off, if you want to make it big out here you are going to have to be brave, but also cunning.
If you don't play risky, you can't win. If you do play risky and lose, you were not smart enough. That sounds just plain bad.
So, this is addressing a specific problem I have had; players want to play action / adventure games, but they are too scared to actually go on adventures. When I try and explain that adventurer's, by necessity, need to be braver than normal, they will then recklessly charge headlong into danger without a concern for their own safety and blame me for whatever bad thing happens to them.
Apparently, "brave" and "reckless" are synonyms in most people's minds; but I really need to get across to people that there is a middle ground between the two, and that is where successful adventurers typically dwell; those who aren't brave enough stay in town and become NPCs, and those who aren't cautious enough tend to be corpses.
It’s a dangerous world out there, and most of the folks you will encounter have learned to survive in it.
Then how about assuming that the PCs have learned that as well instead of putting it to the test all the time while NPCs can just do it
Not quite sure what you mean by this. This is actually a specific wording that was suggested in the last thread to warn the players that NPCs will tend to use reasonable tactics without suggesting that I will metagame.
Don’t neglect your defense! All the firepower in the world won’t do you no good if you get taken out before you can bring it to bear.
Not fine. That is telling your players how to build their characters.
On the other hand, don’t neglect your offense. All the armor in the world won’t help if the enemy can afford to just ignore you.
Not fine. That is telling your players how to build their characters.
As I said, its really hard to try and give advice to people if they take it as bossing them around. Focusing to much or too little on defense is a common mistake new players make (I do it myself on occasion, and did it frequently when I was younger) that leaves them bored and / or frustrated. And when someone is bored or frustrated at the table, they tend to make it everyone else's problem
If something seems impossible, don’t give up, and don’t bash your head against it. Fall back, reassess the situation, and keep trying new strategies until you find one that works, which you will.
If somethings seems impossible, giving up is the rational, smart thing to do. If i had new strategies to try it of which i think they could work, it wouldn't seem impossible. And i am not for sticking around trying out harebrained schemes until somethings sticks by fiat.
You aren't my players then. As I said above, my players tend to get frustrated / depressed if their first idea doesn't work and then just give up and call it for the night, which means they miss out on XP and treasure, my time spent prepping an adventure goes to waste, and the entire evening of gaming is just us staring at one another.
You can never know what the future holds, so try and get through each obstacle using as few resources as possible.
Sure. But then don't complain about me being stingy.
This is kind of an apples and oranges comparison. Are you referring to refusing to help your allies? Refusing to help NPCs? Or what?
Life ain’t always about right and wrong; more often it’s about how much suffering you are willing to inflict or endure to see your goals through.
Fine. As long it is my choice, not your choice. And if i decide i don't want to endure that much or that the goal is not worth it, that is OK.
Absolutely. That is the core of the game.
Fate is a fickle mistress, and it’s possible to fail through nobody’s fault, maybe not even your own.
If you insist i can't do much about that. Aside from taking as little risk as possible. Which is precisely what i would do. I am not a gambler at all.
Its not about insistence, its about the nature of dice. But yeah, as I said in the first point, for the game to happen you need to be in the area where you minimize risk but that the same time are still willing to play the game.
Everyone has their own way of looking at things. Don’t trust anyone completely, not even me.
Horrible. If i can't trust you as GM, i am out. NPCs would be different but you speaking OT must absolutely be trustworthy or there is no game.
As I said, this is going to be presented as an in character list of tips from a mentor figure who happens to be a CN trickster type. It is absolutely not talking about the GM, although maybe I could reword it to be more clear.
If you got the brainpower, its often more cost effective to use the right elixir preemptively rather than a tonic after the fact.
That is not a question of "brainpower", that is a question about how much information we get and how easy that is accesssable. But you like to call people stupid, don't you ? Also see your point about using as few resources as possible. Prebuffing at long term cost only makes sense when we know we need it, not for just-in-case. Also that is basically "cost to give it a try" and might lead us instead to to give the while contract a pass if we thing we need too much ressources.
I don't generally assume people are stupid, no. If I inadvertently called you stupid at some point, I am very sorry, but I generally assume people are as smart or smarter than I am, and aside from a few people who have fried their brain with long term drug use I don't have anyone in my friend group who I don't consider to be of above average intelligence. Honestly, its kind of an obstacle for me as I tend to assume people are either lazy or careless when they don't understand something.
That being said, cost / benefit analysis is absolutely a factor of intelligence, and in character knowledge is a huge part of information gathering.
Being captured is humiliating, costly, & often downright painful. Still, surrendering is better than the alternative.
Obviously.
It may seem obvious. But I have seen a lot of games go down the drain because PCs got in over their heads and absolutely refused to surrender.
Only abandon a contract as an absolute last resort; you will miss out on a lot of cash, and the hit to your reputation may be even more costly in the end.
That is stupid. Wouldn't agree to that. If we can not abandon contracts we think are to hard or not worthwile we are basically on rails doing your plot.
Yeah, well, my players want a linear game, and I am not going to prepare a half dozen adventures on the off chance that they might deign to actually go one. That being said, I didn't say it was an OOC, or even an IC rule, only that it shouldn't be done lightly.
That bein’ said, you don’t need to be perfect. Objectives ain’t worth dying for, let alone driving yourself mad or turning on your comrades.
Let us decide what is worth to do things and what not. Objectives and contracts.
That's the whole point. It is a decision, not an obligation.
Folks out here will try and lie, cheat, or trick ya, and may twist your words, but your Gamekeeper won’t.
If Gamekeeper is a fancy word for GM, see above the point how we can't trust you.
It is. You know, its funny, "Game Master" is the default term, but very few games actually use it, in my experience its less "fancy" than "expected". Never really thought about that before.
On t’other hand, don’t expect your Gamekeeper to pull something out of their backside to save yers if you get in over your head.
Sure. But then don't expect us to take lots of risks.
So you don't want to be railroaded, but also expect the GM to save you if things go wrong? Is that correct? But yeah, after the tongue lashing I have been getting the last few months over "rubber-banding" I am going to be doing everything in my power to be as impartial as possible.
You will run into a whole lot of strange stuff out here, and will find yourself in a wide mix of situations; things that seem like a weakness today might be a strength tomorrow, and vice versa.
Not sure what this is supposed to mean. There are hardly any weaknesses and strengths that can become the other. You won't ever win something by being particularly slow or have a bad hearing.
OOC, what I am trying to convey is that I will use a variety of encounters, and I am not going to tailor encounters to the PCs (either in their favor or against them). A flaw that doesn't come up is just free character points, and a merit that doesn't come up is just wasted character points. So, for example, a guy who buys "poison immunity" will be in a much better place when fighting venemous enemies, but a slightly weaker place then fighting non-venomous enemies. A guy who took a weakness to electricity will be in a worse place fighting lightning enemies, but in a slightly better place the rest of the time. Likewise, there are a lot of things that have trade-offs, like wearing heavy armor, focusing in melee over range or vice versa, being immune to all magic, being of a specific creature type or subtype, etc. that are good sometimes and bad other times.
When selecting your teammates, understand that its not about being objectively better or worse, rather its about group synergy. Everyone you meet will be more or less equal, but if you cover all your bases before working on redundancy or over-specialization that will help the team as a whole and give everyone a chance to shine.
Put your team’s face-man at the front of the table and your wizard at the back. Trust me.
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