this post was submitted on 25 Apr 2025
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I was with you in the first half. But shouldn't there be some out of game communication between "This is not the direction we agreed upon beforehand" and "I will kill your character as punishment"?
Yeah, I think there's a big difference between "I thought they were going to investigate the smith, but they're really suspicious of the wizard now and want to check her out first" and "they decided to forget about the whole civil war for the throne thing and open a BBQ joint for the local goblins"
Nowadays I'd probably just explicitly be like "Hey, so, when we started this game we agreed on a certain tone and direction. Specifically, it was going to be about a power struggle for the throne. Running a restaurant business in D&D sounds wild, but that is really a different kind of story and a different game. If you want to do that, let's talk about it. Otherwise, I'm asking you to stay more on theme."
Though I say that and my best game had plenty of "beach episodes". One time literally, after they saved some sahaugin from being subjugated by a siren.
Exactly! My prep is pretty robust towards different means of achieving an objective. Usually plan for two to three different courses of action and can improf everything in between. My comment was directed exclusively at the "Yeah, that dungeon looks interesting, but I'm gonna troll the king instead" type of shennanigans.
Yes, of course. I'm not Dr. Bibber, one wrong move and you're dead. In fact I've only "killed" a character like this once. And even then I allowed the rest of the party to retrieve the corpse and resurrect them the next session. Usually my players are observant enough to notice the "Certain death this way" signs.
This is more of a problem with newer group constellations where people still need to proof how random and quirky they can be and where the player GM dynamic is not yet fully fleshed out.