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##It seems like you and your players are not on the same page.

It seems like you and your players are not on the same page.

You think it's really interesting to have people not always be who they say they are (I agree, for the record), but your players don't know that's a possibility; maybe you weren't clear at session 0, maybe they didn't listen, or any other reason that they want to believe what everyone says.

To that point:

###It is okay to let them know what your intentions are

It is okay to let them know what your intentions are

You can either tell/remind them that NPCs can lie with your DM-voice, or you can illustrate it with a different example. I've used something simple, such as an inconsequential NPC telling the players something that is quickly and easily disprovable; perhaps that the local innkeeper hides a skull behind his counter at all times from the last customer he killed.

The example is up to you, but make sure it's clear; I prefer to just use my DM-voice.


Regarding the specific wording of your question. ###It is okay to ask players not to do something.... if* *if

It is okay to ask players not to do something.... if*

*if you think doing that thing would detract from everyone's enjoyment.

Sometimes players want to do weird things; they're players, it's basically their job. And sometimes, those weird things are going to make my DM-life harder in a way that will detract from my ability to do a fun game. Maybe it's killing an NPC that I based the adventure around, maybe I'm just too tired to come up with a scenario for "those old ruins that the hobo told us about four games ago", or any other reason.

Feel free to start off with a narrative implication. Sometimes it will work

The human woman kneels before you, sobbing, begging for you to bring home her baby; a child gifted to her from the heavens (or so she claims).

Player: "∫^¢# that; I don't care about any kids"

Your words resonate with the harsh reality of the realm, but yet, you feel a nagging sensation that there are greater powers at work here. This child seems important, even to the most callous of hearts.

Player: "Nah, kids suck, bro. I don't care. Bozgum, want to go get drunk?"

-sigh- guys, look. I'm sorry to say this, but I only planned this plot hook. So, if you can't find a reason to be interested in it, we're done for the night.

It's not great, I should have been better prepared, or at least should have been able to look like I was better prepared, but I wasn't...

##It seems like you and your players are not on the same page.

You think it's really interesting to have people not always be who they say they are (I agree, for the record), but your players don't know that's a possibility; maybe you weren't clear at session 0, maybe they didn't listen, or any other reason that they want to believe what everyone says.

To that point:

###It is okay to let them know what your intentions are

You can either tell/remind them that NPCs can lie with your DM-voice, or you can illustrate it with a different example. I've used something simple, such as an inconsequential NPC telling the players something that is quickly and easily disprovable; perhaps that the local innkeeper hides a skull behind his counter at all times from the last customer he killed.

The example is up to you, but make sure it's clear; I prefer to just use my DM-voice.


Regarding the specific wording of your question. ###It is okay to ask players not to do something.... if* *if you think doing that thing would detract from everyone's enjoyment.

Sometimes players want to do weird things; they're players, it's basically their job. And sometimes, those weird things are going to make my DM-life harder in a way that will detract from my ability to do a fun game. Maybe it's killing an NPC that I based the adventure around, maybe I'm just too tired to come up with a scenario for "those old ruins that the hobo told us about four games ago", or any other reason.

Feel free to start off with a narrative implication. Sometimes it will work

The human woman kneels before you, sobbing, begging for you to bring home her baby; a child gifted to her from the heavens (or so she claims).

Player: "∫^¢# that; I don't care about any kids"

Your words resonate with the harsh reality of the realm, but yet, you feel a nagging sensation that there are greater powers at work here. This child seems important, even to the most callous of hearts.

Player: "Nah, kids suck, bro. I don't care. Bozgum, want to go get drunk?"

-sigh- guys, look. I'm sorry to say this, but I only planned this plot hook. So, if you can't find a reason to be interested in it, we're done for the night.

It's not great, I should have been better prepared, or at least should have been able to look like I was better prepared, but I wasn't...

It seems like you and your players are not on the same page.

You think it's really interesting to have people not always be who they say they are (I agree, for the record), but your players don't know that's a possibility; maybe you weren't clear at session 0, maybe they didn't listen, or any other reason that they want to believe what everyone says.

To that point:

It is okay to let them know what your intentions are

You can either tell/remind them that NPCs can lie with your DM-voice, or you can illustrate it with a different example. I've used something simple, such as an inconsequential NPC telling the players something that is quickly and easily disprovable; perhaps that the local innkeeper hides a skull behind his counter at all times from the last customer he killed.

The example is up to you, but make sure it's clear; I prefer to just use my DM-voice.


Regarding the specific wording of your question.

It is okay to ask players not to do something.... if*

*if you think doing that thing would detract from everyone's enjoyment.

Sometimes players want to do weird things; they're players, it's basically their job. And sometimes, those weird things are going to make my DM-life harder in a way that will detract from my ability to do a fun game. Maybe it's killing an NPC that I based the adventure around, maybe I'm just too tired to come up with a scenario for "those old ruins that the hobo told us about four games ago", or any other reason.

Feel free to start off with a narrative implication. Sometimes it will work

The human woman kneels before you, sobbing, begging for you to bring home her baby; a child gifted to her from the heavens (or so she claims).

Player: "∫^¢# that; I don't care about any kids"

Your words resonate with the harsh reality of the realm, but yet, you feel a nagging sensation that there are greater powers at work here. This child seems important, even to the most callous of hearts.

Player: "Nah, kids suck, bro. I don't care. Bozgum, want to go get drunk?"

-sigh- guys, look. I'm sorry to say this, but I only planned this plot hook. So, if you can't find a reason to be interested in it, we're done for the night.

It's not great, I should have been better prepared, or at least should have been able to look like I was better prepared, but I wasn't...

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goodguy5
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##It seems like you and your players are not on the same page.

You think it's really interesting to have people not always be who they say they are (I agree, for the record), but your players don't know that's a possibility; maybe you weren't clear at session 0, maybe they didn't listen, or any other reason that they want to believe what everyone says.

To that point:

###It is okay to let them know what your intentions are

You can either tell/remind them that NPCs can lie with your DM-voice, or you can illustrate it with a different example. I've used something simple, such as an inconsequential NPC telling the players something that is quickly and easily disprovable; perhaps that the local innkeeper hides a skull behind his counter at all times from the last customer he killed.

The example is up to you, but make sure it's clear; I prefer to just use my DM-voice.


Regarding the specific wording of your question. ###It is okay to ask players not to do something.... if* *if you think doing that thing would detract from everyone's enjoyment.

Sometimes players want to do weird things; they're players, it's basically their job. And sometimes, those weird things are going to make my DM-life harder in a way that will detract from my ability to do a fun game. Maybe it's killing an NPC that I based the adventure around, maybe I'm just too tired to come up with a scenario for "those old ruins that the hobo told us about four games ago", or any other reason.

I have told the party "guys, look. I'm sorryFeel free to say this, butstart off with a narrative implication. Sometimes it will work

The human woman kneels before you, sobbing, begging for you to bring home her baby; a child gifted to her from the heavens (or so she claims).

Player: "∫^¢# that; I only planned for these couple of optionsdon't care about any kids"

Your words resonate with the harsh reality of the realm, but yet, you feel a nagging sensation that there are greater powers at work here. This child seems important, even to the most callous of hearts.

Player: "Nah, so if you do something elsekids suck, bro. I don't have anything for itcare. Bozgum, want to go get drunk?"

-sigh- guys, look. I'm sorry to say this, but I only planned this plot hook. So, if you can't find a reason to be interested in it, we're done for the night.

It's not great, I should have been better prepared, or at least should have been able to look like I was better prepared, but I wasn't...

##It seems like you and your players are not on the same page.

You think it's really interesting to have people not always be who they say they are (I agree, for the record), but your players don't know that's a possibility; maybe you weren't clear at session 0, maybe they didn't listen, or any other reason that they want to believe what everyone says.

To that point:

###It is okay to let them know what your intentions are

You can either tell/remind them that NPCs can lie with your DM-voice, or you can illustrate it with a different example. I've used something simple, such as an inconsequential NPC telling the players something that is quickly and easily disprovable; perhaps that the local innkeeper hides a skull behind his counter at all times from the last customer he killed.

The example is up to you, but make sure it's clear; I prefer to just use my DM-voice.


Regarding the specific wording of your question. ###It is okay to ask players not to do something.... if* *if you think doing that thing would detract from everyone's enjoyment.

Sometimes players want to do weird things; they're players, it's basically their job. And sometimes, those weird things are going to make my DM-life harder in a way that will detract from my ability to do a fun game. Maybe it's killing an NPC that I based the adventure around, maybe I'm just too tired to come up with a scenario for "those old ruins that the hobo told us about four games ago", or any other reason.

I have told the party "guys, look. I'm sorry to say this, but I only planned for these couple of options, so if you do something else, I don't have anything for it."

It's not great, I should have been better prepared, or at least should have been able to look like I was better prepared, but I wasn't...

##It seems like you and your players are not on the same page.

You think it's really interesting to have people not always be who they say they are (I agree, for the record), but your players don't know that's a possibility; maybe you weren't clear at session 0, maybe they didn't listen, or any other reason that they want to believe what everyone says.

To that point:

###It is okay to let them know what your intentions are

You can either tell/remind them that NPCs can lie with your DM-voice, or you can illustrate it with a different example. I've used something simple, such as an inconsequential NPC telling the players something that is quickly and easily disprovable; perhaps that the local innkeeper hides a skull behind his counter at all times from the last customer he killed.

The example is up to you, but make sure it's clear; I prefer to just use my DM-voice.


Regarding the specific wording of your question. ###It is okay to ask players not to do something.... if* *if you think doing that thing would detract from everyone's enjoyment.

Sometimes players want to do weird things; they're players, it's basically their job. And sometimes, those weird things are going to make my DM-life harder in a way that will detract from my ability to do a fun game. Maybe it's killing an NPC that I based the adventure around, maybe I'm just too tired to come up with a scenario for "those old ruins that the hobo told us about four games ago", or any other reason.

Feel free to start off with a narrative implication. Sometimes it will work

The human woman kneels before you, sobbing, begging for you to bring home her baby; a child gifted to her from the heavens (or so she claims).

Player: "∫^¢# that; I don't care about any kids"

Your words resonate with the harsh reality of the realm, but yet, you feel a nagging sensation that there are greater powers at work here. This child seems important, even to the most callous of hearts.

Player: "Nah, kids suck, bro. I don't care. Bozgum, want to go get drunk?"

-sigh- guys, look. I'm sorry to say this, but I only planned this plot hook. So, if you can't find a reason to be interested in it, we're done for the night.

It's not great, I should have been better prepared, or at least should have been able to look like I was better prepared, but I wasn't...

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goodguy5
  • 21.2k
  • 6
  • 83
  • 130

##It seems like you and your players are not on the same page.

You think it's really interesting to have people not always be who they say they are (I agree, for the record), but your players don't know that's a possibility; maybe you weren't clear at session 0, maybe they didn't listen, or any other reason that they want to believe what everyone says.

To that point:

###It is okay to let them know what your intentions are

You can either tell/remind them that NPCs can lie with your DM-voice, or you can illustrate it with a different example. I've used something simple, such as an inconsequential NPC telling the players something that is quickly and easily disprovable; perhaps that the local innkeeper hides a skull behind his counter at all times from the last customer he killed.

The example is up to you, but make sure it's clear; I prefer to just use my DM-voice.


Regarding the specific wording of your question. ###It is okay to ask players not to do something.... if* *if you think doing that thing would detract from everyone's enjoyment.

Sometimes players want to do weird things; they're players, it's basically their job. And sometimes, those weird things are going to make my DM-life harder in a way that will detract from my ability to do a fun game. Maybe it's killing an NPC that I based the adventure around, maybe I'm just too tired to come up with a scenario for "those old ruins that the hobo told us about four games ago", or any other reason.

I have told the party "guys, look. I'm sorry to say this, but I only planned for these couple of options, so if you do something else, I don't have anything for it."

It's not great, I should have been better prepared, or at least should have been able to look like I was better prepared, but I wasn't...