Karno's page

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So I decided to create a dungeon for my group. I flesh a decent dungeon out for 1st levels, plenty of traps and encounters. I place paintings with history related to the world behind them, and I put in an interesting Dungeon Keeper.

And part way through (although I have given them a free revive) they start complaining that "ughh why can't I just dig through the walls to the end of the dungeon" or "I want to leave the dungeon why can't I"

even though going into this dungeon they explicitly knew leaving it once you entered was not an option.

Honestly I'm a little bit drunk at the moment. But I'm curious how other GMs deal with players who refuse to grind through the dungeon or whatever it is they have planned to get to the plot. After all it's a dungeon you can't really put engaging character in or they'll try to abuse it.
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I think what I'm trying to ask is, how do I include plot, and engage my players. Without giving them opportunities to attempt to just derail and break the entire game.