When I'm a DM I reward people being clever or following through with hints I give them. I like having those little puzzles in the middle of a game.
If I am running a game where I kill a party it's because they didn't listen to anything and were basically cutting anything that I wanted to do out.
I don't want to be in a dungeon crawler. Video games tend to do those better.
I don't want to run a dungeon crawler. I could just set up a module for people to do.
I tell players before hand what I expect of a player. If they like it they play, if they don't I'll find another. It's that simple.
I expect an amount of bullshittery, that can be fun. But I never enjoyed participating in a murder hobo session. If my game starts out fun, then goes murder hobo direction, I'll get my fun.
If you don't want to play in the type of game the other players want to play in, you leave. That's the same for regular players and the GM. If it's just one or two people making it less fun for other people, you kick them. No need to keep playing with them so you can punish them in game. I never get far enough in the game to punish that kind of player, because they're already gone.
Honestly, this runs on the same logic as murder hobos. You're not having fun, so you decide to get your fun by ruining someone else's.
Why? You're not having fun playing that game. What you want to do won't be fun for everyone else. You didn't like the game to begin with, so there's no point in giving it a satisfying conclusion. There are better things you could do, like setting up a game you'd prefer. Why waste your time playing that last session?
When I'm a DM I reward people being clever or following through with hints I give them. I like having those little puzzles in the middle of a game.
If I am running a game where I kill a party it's because they didn't listen to anything and were basically cutting anything that I wanted to do out.
I don't want to be in a dungeon crawler. Video games tend to do those better.
I don't want to run a dungeon crawler. I could just set up a module for people to do.
I tell players before hand what I expect of a player. If they like it they play, if they don't I'll find another. It's that simple.
I expect an amount of bullshittery, that can be fun. But I never enjoyed participating in a murder hobo session. If my game starts out fun, then goes murder hobo direction, I'll get my fun.
I don't know what y'all expected.
If you don't want to play in the type of game the other players want to play in, you leave. That's the same for regular players and the GM. If it's just one or two people making it less fun for other people, you kick them. No need to keep playing with them so you can punish them in game. I never get far enough in the game to punish that kind of player, because they're already gone.
Honestly, this runs on the same logic as murder hobos. You're not having fun, so you decide to get your fun by ruining someone else's.
If the DM leaves the players are dead anyway. Might as well do it with a bang.
Why? You're not having fun playing that game. What you want to do won't be fun for everyone else. You didn't like the game to begin with, so there's no point in giving it a satisfying conclusion. There are better things you could do, like setting up a game you'd prefer. Why waste your time playing that last session?
Generally the frustration builds in that session. You don't decide it will be the last session beforehand.
Then why do you need to finish the session? Just quit on the spot and see what you can make of the rest of your evening.
A TPK is a pretty quick way to end the session.
And some people need to have their stories complete.
I'm the kinda guy that stopped watching a 12 episode series on episode 11. I don't regret it. It wasn't a story worth completing.