- Joined
- Oct 20, 2019
Yeah, that's a gamist GM mindset. In his head your character is doing one of those Mission Impossible scenes where you skilfully tumble and pirouette past laser beams and sensors. And then suddenly the big chunky troll character decides to follow you and attempt the same. So he says: "Okay, new roll". Whereas in your mind it's "I have identified a safe path through".I think I'm the same way. But the GM just wouldn't explain things to me unless I yelled at him. Another example, this was SR. I'd sneaked into some facility. I said I was looking for a route in that would avoid all the cameras, so I rolled various checks and made it in. Then I asked if I could have the party take the same route (assumption: in D&D, you never split the party, so I had unthinkingly assumed that getting the party to come with me was important), thinking that if I'd figured out how to avoid the cameras, everyone else could do it without a check. He said sure, so my allies started down my same path...and he told them to all roll various stealth-type checks, which of course they were going to fail. I got annoyed and said, "My character is an experienced burglar. He would know whether or not having the big oaf with a machine gun lumber down this path is going to set off the alarms. That is why I specifically asked you whether or not this was a good idea, not just whether or not the rules allow a check to do it. If I knew he'd have to pass all the same checks as me, I would have told him to wait."
Really things should have stopped at that point and the situation cleared up. At the very least, the subsequent characters should be able to back out once they realise they're attempting to roll the same stuff your stealth character did.
But if you specifically asked me as GM "is this a good idea," I handle those by providing in-character knowledge. I'm never going to say "it's a good idea" or "bad idea" because there may be factors your character doesn't know. I'll say "it's a difficult climb, not for amateurs" or "you only saw one camera and it cycled very slowly. I'll give Bozo the Troll a bonus to his roll because you went first and can point it out to him". That's enough for you to make an informed decision based on what you know and if you blew your own Perception roll and didn't notice the Hell Hound lurking at the end of the block, I haven't lied and told you it's a good idea.
We'd probably enjoy each other's games. I actively want my players to think up clever plans and exploits.
True enough. I do have a tendency to sit back and let players find their own way but more recently I've decided to (been forced to) accept a bit more of a nurturing approach. Even so, I recently had a play disregard THREE GM "are you sure you want to do this?" 'es. Normally even one should be enough from me.I think there are a couple ways you can approach this. One is to intervene and not let your players do something colossally stupid because their characters aren't that dumb. I will say something like, "You realize that robbing your employer will get you blacklisted from the criminal network, and you'll never get work in this city again." I may even just break GM voice and say, "Look, your characters would never do this. It would be career-ending."
Heh. That would be funny. Requires players mature enough to learn from it though.Another option is to treat this as a TPK. They're not physically dead, of course, but they have no future. Time to roll up new character sheets. Very first mission is with their old employer, who tells them about how the last group of idiots he hired screwed up everything and ruined their lives, and he hopes these guys know better.
Like so many of my GM'ing problems there's an underlying problem of not being able to find players on my level or if they are, not being cultural-political ideologues who seem like they're part of a cult.