• jjjalljs@ttrpg.network
    link
    fedilink
    arrow-up
    53
    arrow-down
    1
    ·
    2 days ago

    In one of my old groups, I’d usually verify the player and I understood each other , and they understood the likely consequences. Like, “You can shoot her, but remember this is her club, with her friends , and she’s a vampire so she probably won’t die. But if you want to roll, it’s at -4 from her Celerity you’ve seen her use.”

    One player was always like “you never let me do anything!”

    I was like you can do it, but I don’t want you to be surprised and mad if there are consequences.

    Another player, by contrast, would listen to me clarify what was likely to happen, and be like “cool bro let’s do it.”. We still talk about the time his character jumped out a 20 story window to save his friend’s girlfriend. Great player. Took a lot of damage, as warned, but lived.

    • PugJesus@lemmy.worldOP
      link
      fedilink
      English
      arrow-up
      39
      ·
      2 days ago

      DM warnings, for me, are always a sign that I’m about to do something I haven’t thought through enough, or that I’ve thought through TOO MUCH TO STOP NOW

      That is to say, an essential part of the experience