How creative is "creative"?


GM Discussion

5/5

In the Pathfinder Society Guide to Organised Play, under the section Creative Solutions, it states:

Sometimes during the course of a scenario, your players might surprise you with a creative solution to an encounter (or the entire scenario) that you didn’t see coming and that isn’t expressly covered in the scenario.

How literally should this statement be interpreted? If a module with a pit-trap states something akin to:

Should the PCs search the bottom of the trap, they receive the following rewards: 10gp

But the PCs found the trap, safely set it off, and navigated around the pit without looking in.

The module expressly stated that the PCs must search the bottom of the pit in order to receive the awards. Is this considered "explicitly covered"?

I'm especially curious, since this is part of a much broader question of "can a module override the PFSGtOP, or are all PFS modules written with the assumption that the PFSGtOP is an overarching set of rules that governs all modules"?

3/5

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I can't see any reason to punish players for being engaged in the scenario and using creative solutions.

I always reward players for creativity. In your example, yes, I'd give them the 10gp (it would just be added to the BBEG's treasure).

Obviously, you can't edit the chronicle sheet, and you should adhere to the PFSGtOP, and you need to respect the players' comfort level with "outside the box GMing", but you are *still* a GM.

The Exchange 2/5

Well, hopefully the scenario author would never presume that somebody would fall in and make the treasure conditional upon it.

As a GM, I'd handle that situation by saying that the character disabling/detecting the trap noticed the glint of gold.

In general, avoiding or negotiating through an encounter should garner the same rewards as fighting through it.

Grand Lodge 5/5

brock, no the other one... wrote:

Well, hopefully the scenario author would never presume that somebody would fall in and make the treasure conditional upon it.

As a GM, I'd handle that situation by saying that the character disabling/detecting the trap noticed the glint of gold.

In general, avoiding or negotiating through an encounter should garner the same rewards as fighting through it.

I know of at least one scenario where you lost out on a faction mission if you did not set off a trap (thankfully that is no longer an issue).

5/5 5/55/55/5

2 off the top of my head. One time I had to point out how lucky the Other person was.

"So you just had the very perceptive druid roll a 2 on the perception check to see the trap, when they would have made it with a 3

I then got a 1 on a reflex save to fall into the pit despite having a good dex.

The person that did this not only has the incredibly bad luck to wind up into the pit, but they also have the scholar of ruins trait and a maxed out knowledge dungeoneering necessary to identify your fungus.

Shadow Lodge 4/5

It could be argued that creatively avoiding the trap doesn't mean that they are entitled to the 100gp by default. As you say:
"But the PCs found the trap, safely set it off, and navigated around the pit without looking in."

Not forgetting that Pathfinder Society is 'Explore, Document, Cooperate' ;)

The PCs managed to avoid the pit but by choosing not to look in it, they missed out on what was within. The pit could have contained something important or useful to the mission (As seen in a certain popular S5 scenario with a Minotaur..) and so they should be encouraged to check out pits generally.

HOWEVER, IMO the spirit of the creative statement applies, as David H mentions and I, personally, would find another way later to reward them with the same gold. The glint of gold, suggestion of a corpse at the bottom, etc.

5/5 5/55/55/5

avoiding a pit trap generally means you leave it shut so you don't fall in.

Or creatively going back to the last room, taking bench and laying it accross the pit to walk on.

4/5

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Sasayaki wrote:

In the Pathfinder Society Guide to Organised Play, under the section Creative Solutions, it states:

Sometimes during the course of a scenario, your players might surprise you with a creative solution to an encounter (or the entire scenario) that you didn’t see coming and that isn’t expressly covered in the scenario.

How literally should this statement be interpreted? If a module with a pit-trap states something akin to:

Should the PCs search the bottom of the trap, they receive the following rewards: 10gp

But the PCs found the trap, safely set it off, and navigated around the pit without looking in.

The module expressly stated that the PCs must search the bottom of the pit in order to receive the awards. Is this considered "explicitly covered"?

Did the players explicitly say they were not looking in the pit as they navigated around it? Or did they just fail to say explicitly that they were looking? And what was the DC of the Perception check to find the gold in the trap?

Over my years as a player, I have had GMs who looked for any tiny excuse to punish the players.* So if I said "I'm looking around the desk for traps, Perception 27", the GM would say, "Aha! But you didn't say you were looking UNDER the desk, so you set off the trap!" This leads to the amazingly tedious procedure of "I search the three squares in front of me. Do I see a trap? OK, I step forward 5 feet and search the next three squares..."

Personally, as a player, I find that painfully frustrating and boring, and as a PFS GM, I just don't have the time. My new approach to this whole problem is just to assume that when players are looking around, moving cautiously, etc., that they are always taking 10 on their Perception checks. I use initiative cards with their Perception modifiers on it, so when they enter a room, I can flip through and see if anyone's take 10 beats the Perception DC. If so, I just tell them they found it. If not, I'll roll for them in private, and then tell them what they find.

Now, if the players explicitly say something like, "I'm afraid of heights, so I'm not looking into the pit as we go over", or "I'm not going into that room", obviously, that changes things.

*To be fair, a few of them may have just been applying computer-game mechanics to RPs, but at least two had "kill the player characters" as their stated goal when we played.

5/5

A recent scenario has this:

Creative Players: Players should be encouraged to come up with their own creative methods for achieving the Society’s goals in [redacted]. It’s important to foster these ideas, but not let the players completely nullify the design intent of the scenario. Use the example encounters and situations provided in the scenario to adjudicate how a player’s idea would unfold and adjust the remainder of the scenario accordingly, keeping in mind the enjoyment of everyone at the table. Do not let a small group of players hijack the investigation at the expense of others’ involvement.

5/5

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Dorothy Lindman wrote:


Did the players explicitly say they were not looking in the pit as they navigated around it? Or did they just fail to say explicitly that they were looking? And what was the DC of the Perception check to find the gold in the trap?

We simply neglected to say: "We search the bottom of the pit." We didn't take any particular effort to avoid it, we just set it off, and then walked around it. There was a DC listed which many of us could have automatically made, even taking 1.

Without putting too finer point on it, the GM in this situation was taking "PCs should not expect full" as their mantra. There were a whole host of other problems with the game and this attitude but at this stage I, and some other players, are just trying to figure out which parts were flat out blatantly wrong and which were subject to interpretation, GM style differences, or overly literal readings of rules (ignoring the paragraph after paragraph which say things about rewarding creative solutions, don't be a jerk, etc etc).

Dorothy Lindman wrote:
*To be fair, a few of them may have just been applying computer-game mechanics to RPs, but at least two had "kill the player characters" as their stated goal when we played.

Eerily familiar.

Silver Crusade 2/5 *

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Charming. I would no longer sit at their tables.

Shadow Lodge 3/5

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I think the issue here is that the scenario actually referred to a skill check; a specific action (searching in a particular area).

Was that actually a straight-up reward for clearing the trap, even if you'd fallen in? I don't think so. Maybe a passive perception check is fair.

Having said that, having a monetary reward is a bit of a rare case for this kind of thing, and I wouldn't subtract it off the chronicle sheet.

If it were an item, it would just mean the characters wouldn't be able to use that item for the duration of that scenario, but would still get it on the chronicle ("finding it" later). Considering it's gold, I'd rule the same thing.

4/5 5/55/55/5 ****

I see this very much as a GM call. I don't how exactly it played out at the table or details of the encounter. It really depends on the situation at hand.

One scenario has a treasure at the bottom of a pit that the party can clearly see and bypass, but at the bottom is a treasure that the party can recover. If they bypass the pit [by spell, jumping, walkway, etc.], I do not think they should get the reward since the reward is for exploring the pit more than getting past the obstacle.

If I were running a scenario where a pit trap was found, triggered, and bypassed, I would describe there being something at the bottom of the pit. If the party then opts to not investigate it I wouldn't give the reward for finding the item. This doesn't sound like this is what happened in your game though.

5/5

Blazej wrote:
I see this very much as a GM call. I don't how exactly it played out at the table or details of the encounter. It really depends on the situation at hand.

It essentially went like this.

GM: The long passageway ends in a door.

Rogue: I search the door for traps.

[rolls are made]

GM: There is a trap there.

Rogue: How does the trap work?

GM: Upon attempting to open the door, the floor drops open and a pit appears here.

[the pit is drawn on the map]

Wizard: We move to the edge of the pit and, using mage hand, open the door.

GM: You open the door. The pit appears. The door is a false door and leads nowhere.

Bard: We go back around the way we came.

Never was there any indication that we had to search it, that anything of value remained, and that although we were base-to-base with the edge there was nothing of any interest down this long pit.

Grand Lodge 4/5

Actually, from what I understand, that scenario explicitly says that if you don't explore the pit, you don't get the reward.

Cairn of Shadows:
Treasure: A search reveals numerous coins and bits of cut gems in the spiked pits, the more durable remains of previous adventurers. There are 8 small ruby songbirds (worth 500 gp each) and 165 pp in Subtier 5–6, and 8 small ruby songbirds (worth 500 gp each) and 465 pp in Subtier 8–9.
Rewards: If the PCs fail to find the songbirds or they bypass the trap entirely, reduce each PC's gold earned as follows.
Subtier 5–6: Reduce each PC's gold earned by 941 gp.
Out of Subtier: Reduce each PC's gold earned by 1,191 gp.
Subtier 8–9: Reduce each PC's gold earned by 1,441 gp.

Liberty's Edge 3/5

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The problem I have with the whole "gotcha" mechanic, is that sure, I as a player can stop and inform the GM that we take 20 everywhere, search for traps, detect magic, detect poison, detect evil, etc..., open every door, search every trap, excavate the entire graveyard, etc...

But I don't, because it bogs the game down and detracts from the narrative flow. If every trap needs to be set off in order to get the gold, then at the end of the scenario, you can always (well, usually) go back and send summoned monsters/dispel magics/hapless rogues at the traps, pop 'em, and then proceed with the aforementioned taking 20 and Detect Everything. Or the GM/Scenario Writer could just not try to "get" the players and save that time for roleplay, puzzles, or more interesting combat.

If we're going to put gold conditionally on a skill check, then howabout a trap the treasure chest that rewards the rogue for putting the ranks in Disable Device, or adjust gold based on how well you Diplomacy/Intimidate the merchant, or how many Azlanti relics you identify with Knowledge: History?

I dunno, I just consider it part of the social contract of PFS for the GM to assume the players are seasoned tomb robbers Pathfinders and to establish an SOP. Just a quick "I assume you guys are taking 20 to search the room/complex and sweeping with Detect Magic?" speeds up play remarkably.

Sovereign Court 3/5

Well, i think the GM was right there.

A short "I take a closer look at the trap, what do i see?" is not slowing down the game.

It is not the GMs job to play the game for the PCs. if they don´t search a room, they don´t get the treasure.

If a GM rules it otherwise, assuming the PCs search every room automatically, that is also totally fine with the rules. Different GM, different styles.

And concerning coming back and summoning monster all the traps:

Not every Szenario gives you that amount of time and IMO should not. Finding the treasure is one major aspect of the game and if this becomes more or less something you do automatically, it will IMO spoil the fun.

I totally agree that a GM can be too picky about it, like rolling perception for every 5 ft. square to find a trap. This is of course not what i mean.

But again: as a GM you have to find a way between these two extremes and every GM has his own way to do it.

I had a discussion about something related:

How realistic is it to assume that a PC does not know about the DR of a skeleton?

Well, it might be true, but it is not about punishing the PC who has no skillpoints in knowledge religion, it is more about rewarding the PC who has skillpoints in knowledge religion.

5/5 5/55/5 ** Venture-Captain, Germany—Hamburg

Well, from the description of the situation given above, the GM could have asked for a Perception check from those charactes standing adjacent to the pit to see if they notice something in there.

The problem I see here is that when a GM tells me there is a pit trap, I assume it's exactly that: a pit trap. I don't expect to see treasure in a pit trap. It's a trap, not a treasure chest.
I have already seen a few pits that had treasure in them (all in PFS), and it seems like scenario authors want to have us look into every pit trap we encounter as if it's a treasure chest. I suppose a game gets very boring if at every pit trap, the players say "We look into the pit. Is there anything of value?".

Sovereign Court

What's the logic behind treasure in a pit trap anyway? The gold from previous unfortunate adventurers who fell in? Wouldn't the local goblins or whoever re-set the trap have already gotten it?

Sovereign Court 5/5 5/5 ****

Charon's Little Helper wrote:
What's the logic behind treasure in a pit trap anyway? The gold from previous unfortunate adventurers who fell in?

If I remember the scenario correctly, that is actually what the 'treasure' at the bottom of that particular pit is called-out as being from :-)

Sovereign Court

Luke Parry wrote:
Charon's Little Helper wrote:
What's the logic behind treasure in a pit trap anyway? The gold from previous unfortunate adventurers who fell in?
If I remember the scenario correctly, that is actually what the 'treasure' at the bottom of that particular pit is called-out as being from :-)

Okay - but we still run into the issue of why it's still there unless the pit-trap is super sophisticated and re-sets itself mechanically or magically.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

A worse one involves a fairly substantial piece of treasure / ammo.

We found the trap and trigger, and carefully chalked around the trigger plate with warnings and went on. As a result, we probably shouldn't have gotten the ammo from the trap on our chronicle sheet, since you only find it if you disassemble the trap.

4/5

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kinevon wrote:

Actually, from what I understand, that scenario explicitly says that if you don't explore the pit, you don't get the reward.

** spoiler omitted **

From the spoiler:

Quote:
...or if they bypass the trap entirely, reduce each PC's gold earned as follows

From Disable Device:

Quote:
A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well.

I'm going to hope that this is just a wording coincidence and that the scenario doesn't specifically intend to punish highly skilled or just very lucky PCs. If the Rogue has maxed out Disable Device and is able to "bypass" the trap, denying them part of the gold for doing so seems like a really jerk move.

Again, this comes across as influence from video games. I've seen video games where players learned to randomly jump into the air, because sometimes, there are invisible reward squares there (for no reason, with no clues), and you miss out. I also remember the common advice of "touch everything! You never know what might be active!"

Noticeably, these video games rarely any hint of a story worth telling. I will also confess that I hated these kinds of video games, and the prevalence of them during my "developmental years" as a gamer greatly contributed to turning me off of video games altogether.

This "touch everything!" and "randomly jump on every screen" mentality is the equivalent of demanding our players trigger every single trap, slit open the belly of every dead monster ("You never know what he ate last!"), and take 20 to search every square. It's a waste of time (in and out of game), it interferes with the story, and it goes against everything the players and PCs are supposed to do.

You're supposed to bypass traps. You're supposed to have more than one way to get past an obstacle. As a GM, I find it annoying to have to punish players because they happened to choose the "wrong" way to overcome an obstacle.

I can think of at least one other scenario where the players on a time-sensitive mission, but some of the gold is dependent on taking time out of their time-sensitive mission and searching an area. Even better, there's no indication they should search the area (outside of the old school "There was a monster--there must be treasure nearby" mentality), and the search was clearly a digression from their time-sensitive mission. As a writer, I would have punished the players for taking the digression and rewarded those that completely ignored the possibility of "dead monster treasure" and focused on their mission (did I mention it was time sensitive?).

In PFS, we have a unique advantage of being able to abstract reward from encounter. You don't actually have to dig through every pile of offal looking for each gold piece: the society can just choose to give you a bonus at the end of the mission. I mean, if we want to worry about "realism" in a fantasy RPG, then someone's going to have to start explaining what the heck these monsters have been eating for the hundred-some years before the PCs entered the completely sealed tomb...

4/5

Markus Richert wrote:

Well, i think the GM was right there.

A short "I take a closer look at the trap, what do i see?" is not slowing down the game.

It is not the GMs job to play the game for the PCs. if they don´t search a room, they don´t get the treasure.

I agree with that: if the players don't go in a particular room, they don't get any of the penalties or rewards for that room.

But if the players are walking carefully along the edge of the pit, and at least one has a high enough bonus to make the DC on a 10 or less, I would at least tell them that they notice something in the pit as they are going across. (There are defined penalties for distance, so you can easily adjust the DC for them not being down in the pit.)

Waiting for the magic words "I search" before giving the players a Perception check seems kind of picky.

To be fair, my experience is colored by having played with this GM (not in PFS):

Quote:
You said you "look" in the pit--the module says you have to "search" the pit. "Searching" is not the same as "looking"! Ha!

Liberty's Edge 5/5

Bypassing or disabling a trap through mechanical means is not a creative solution. Its the solution expected.

Sovereign Court 3/5

Well, searching is not looking......wtf!

That is the kind of stuff that would make me never play again with a GM.

But in this special case i think i would have ruled similar.

4/5

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Markus Richert wrote:

Well, searching is not looking......wtf!

That is the kind of stuff that would make me never play again with a GM.

But in this special case i think i would have ruled similar.

Like I said, this was one of two GMs I've had who felt their role was to beat the PCs (one of them openly stated that his goal was to kill every PC, every time), and any time they could trick or fool the players was a bonus. There were lots of leading descriptions, specifically leaving out details unless we asked--the whole game was a series of "gotcha!" moments and increasingly ridiculous precautions:

Round 1
Player: I look in the room. Do I see anything dangerous?
GM: No.
Player: I step into the room--
GM: You didn't say you looked up at the ceiling! Gotcha!

Round 2
Player: OK, I look in the room, and I specifically look up at the ceiling. Do I see anything dangerous?
GM: No.
Player: I step into the room--
GM: You didn't say you down at the floor! Gotcha!

Round 3
Player: OK, I look in the room, and I specifically look up at the ceiling, down at the floor, and every other possible direction. Do I see anything dangerous?
GM: No.
Player: I step into the room--
GM: You get stabbed by a rogue!
Player: But you said I didn't see anything...
GM: The rogue is a person, not a thing! Gotcha!

And so on.

I am waaaaaay too old to play that version of the game. I have neither the time nor the patience to semantically parse every word spoken at the table, looking for traps. ("Hmmm...was that an ablative of means or just a preposition that takes an accusative?")

Silver Crusade 2/5

I remember a scenario in season five where the characters have to search a certain lodge which is not safe, and spend a long time on certain parts.

Player: We check all the rooms for enemies.
GM: You started the ending timer. Gotcha!

5/5

Dorothy Lindman wrote:


Like I said, this was one of two GMs I've had who felt their role was to beat the PCs (one of them openly stated that his goal was to kill every PC, every time), and any time they could trick or fool the players was a bonus. There were lots of leading descriptions, specifically leaving out details unless we asked--the whole game was a series of "gotcha!" moments and increasingly ridiculous precautions.

Again... eerily familiar, almost worryingly so.

Said GM also has a policy of attempting to screw players for gold, boons, and of course, kill as many as possible usually by take-backs, fudging rolls and modifying statblocks (I've subsequently read the mod last night, the enemies could only hit on a 20, no crits were declared and yet somehow they all hit every time), and most notably, taking the absolute worst-case, selectively literal reading of events in a module, and then using them to try and 'Gotcha!' PCs.

As I said, this was far from the most egarious thing that happened in that game. My personal favourite was this one, explained by analogy to prevent spoilers:

GM: As the last enemy falls, the burning building you're in begins to tremble and shake, heralding a collapse. We're going to remain in initiative. What are you doing?

Player whose turn it is: Well, the exit is only two squares away, right? I leave.

GM: Right, you leave. The building collapses and the rest of you are all killed. See, it says here in the mod that "as the PCs exit the building, it collapses, killing anyone left inside." The rest of you are all dead.

Yeeeeeeah.

I've talked to other players on that table. We're quite a diverse group; although we all enjoy Pathfinder Society play, we value different parts of it. One other player is very much a rules-focused player. I, on the other hand, am a story-focused player*. The idea of using a cinematic event as an excuse to kill player characters rankles me.

Complaints were made (and are continuing to be made). The letter I'm writing to one of our VC's is long, detailed, and only after being written after other instances of this kind of behaviour lead me to believe that change is not possible for this particular GM (and the mods were read and reviewed).

*Note that good roleplaying doesn't preclude making powerful characters. As I said, the mobs could only hit my PC on a 20. Said GM openly declared that he didn't like how I built and ran my characters, so I suspect his solution for me building characters that can't be hit by a typical mook was to just decide that everything should hit anyway, because reasons.

The Exchange 3/5

if players have problems with how a gm is ruling they should complain to their vl or vc. if said gm is a vl or vc, they should complain higher up the food chain. that is the only way things will change. either the player is in the wrong, and someone in authority will tell them so, or the gm is wrong, and someone in authority will deal with it. bad gms shouldn't be allowed to run pfs scenarios, and is one of the few things vls and vcs have control over. bad gms lead to bad table experiences, bad table experiences lead to people disliking a great game because of one person. people disliking it leads to bad press and so on.

it is better for us all if we police ourselves, if we tell others we have a problem with how things are done. if there is a table full of people who have had a bad time, it is usually obvious who is at fault. if that person can be talked to reasonably, by a person with authority, i think it only makes pfs better as a whole.

The Exchange 3/5

I suppose I should add that anyone that doesn't gives pcs the treasure from the bottom of a pit trap is just a jerk. The fact that it is there is cool and funny, but to punish people for not hearing about the cool funny thing someone put in there is just wrong.
Hiding treasure in stupid places is ridiculous, whether it be at the bottom of a pit or the belly of a beast. It doesn't add to the game in any way to make people think they hafta rip down every wall, dig up every floor panel, break into every cabinet just because there might be a ruby hanging out there left by the ruby fairy. If anything, I would say it detracts from it and adds to the whole murder hobo mess.
The money is all make believe money, being spent on fantasy items. Who cares if they didn't jump through whatever silly hoop the writer wanted them to jump through. If they dealt with the encounter and lived on to the next one, they deserve the imaginary money.

3/5

The problem here is, if the above spoiler quote was correct, the scenario specifically states that if you bypass the trap, you don't get the loot. In this case, the GM was right. That said, I think it's horribly written and no scenario should ever punish a group for being too good at being Pathfinders. But that was a scenario problem then, not a GM problem. The other described incidents (such as the deadly end escape part), however, are quite definitely a GM issue.

The Exchange 4/5 5/5

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It's down to the scenario. I've mentioned in other threads that whether or not I give the treasure in situations like this usually comes down to how the scenario ends. If it's a dungeon crawl that they completely clear there's plenty of time to thoroughly search the place, go back to Area 4, and pick up that 400 lbs of mithral. However if it's a cross-country chase and they don't figure out a way to carry those 6 stone tablets they found on day 2 with them it's likely lost.

I had a scenario at GenCon where I gave the party a choice of endings:

Me: "You are 4 days from the nearest town and most of you are suffering from afflictions of various types. [High-level NPC] is leaving now and offers to teleport you back to the town. Do you want to take her up on it or work your own way back?"
Players: "Why would we take that kind of time?"
Me: "Remember how you found a hidden door but haven't figured out how to open it?"
Players: "We'll make our own way back."

Dark Archive 4/5 5/5 ****

Charon's Little Helper wrote:
Luke Parry wrote:
Charon's Little Helper wrote:
What's the logic behind treasure in a pit trap anyway? The gold from previous unfortunate adventurers who fell in?
If I remember the scenario correctly, that is actually what the 'treasure' at the bottom of that particular pit is called-out as being from :-)
Okay - but we still run into the issue of why it's still there unless the pit-trap is super sophisticated and re-sets itself mechanically or magically.

Or the care takers of the area care not about the monetary wealth, but about the sweet, sweet tears of the fallen heroes.

5/5 5/55/55/5

Hangman Henry IX wrote:
if players have problems with how a gm is ruling they should complain to their vl or vc. if said gm is a vl or vc, they should complain higher up the food chain. that is the only way things will change.

DM gets a note, DM gets annoyed, DM stops dming. DM either gets replaced by someone with less experience who is probably going to be at least as bad, or worse, doesn't get replaced at all and games stop happening.

Make sure the sin is big enough to run the risk.

The Exchange 5/5

BigNorseWolf wrote:
Hangman Henry IX wrote:
if players have problems with how a gm is ruling they should complain to their vl or vc. if said gm is a vl or vc, they should complain higher up the food chain. that is the only way things will change.

DM gets a note, DM gets annoyed, DM stops dming. DM either gets replaced by someone with less experience who is probably going to be at least as bad, or worse, doesn't get replaced at all and games stop happening.

Make sure the sin is big enough to run the risk.

there are some judges out there that should not run games. really. and there are even some judges who are an issue and don't know it...and would be helped to be better if someone would just say something...

Venture Officers (and event coordinators!) need to know of (possible) issues, and the only way they can know is if people (players) report problems to them...

If "the sin" is big enough for someone to feel the need to report it, they should report it. As a Event Coordinator I always worry when a table has no one at it (or worse has people drop), was it because of who I have running the table? is this guys name driving players away, because they have played for him before and know something I don't?

Whenever we have a major problem with someone running a table, if you check around you'll have several people who will say... "yeah, we know about him, that's why we don't sit at his table..." but they never reported the problem... often not even to the judge himself. "The signs were there..." but no one told the PTB, so the problem never got corrected.

Report problems. In the long run (IMHO) we will have a better gaming environment.

and I just need to say, I often will NOT follow my own advice in this - and it is a failure on my part. I (like many other people) will just "walk away" from the problem, and "fix" it by never playing at that table again. I wish I wasn't like that, but I am. "Kick the problem down the road to the next group of players"...it's just easier and less confrontational.

Silver Crusade 2/5 *

BigNorseWolf wrote:
Hangman Henry IX wrote:
if players have problems with how a gm is ruling they should complain to their vl or vc. if said gm is a vl or vc, they should complain higher up the food chain. that is the only way things will change.

DM gets a note, DM gets annoyed, DM stops dming. DM either gets replaced by someone with less experience who is probably going to be at least as bad, or worse, doesn't get replaced at all and games stop happening.

Make sure the sin is big enough to run the risk.

I've had more problems with experienced GMs than newer ones. Experience can also mean dogmatic stubbornness and having a mistake ingrained 50 times.

The Exchange 5/5

David Bowles wrote:
BigNorseWolf wrote:
Hangman Henry IX wrote:
if players have problems with how a gm is ruling they should complain to their vl or vc. if said gm is a vl or vc, they should complain higher up the food chain. that is the only way things will change.

DM gets a note, DM gets annoyed, DM stops dming. DM either gets replaced by someone with less experience who is probably going to be at least as bad, or worse, doesn't get replaced at all and games stop happening.

Make sure the sin is big enough to run the risk.

I've had more problems with experienced GMs than newer ones. Experience can also mean dogmatic stubbornness and having a mistake ingrained 50 times.

wait... doesn't experienced mean I don't have to check what the rules say?

(relax, it was just sarcasm)

5/5 5/55/55/5

Nosig wrote:
f "the sin" is big enough for someone to feel the need to report it, they should report it.

We've both been around long enough to see some pretty unjustified nerd rage on the boards, not to mention legitimate differences in interpretation. You'd report me for not letting you take 10 in the dissapeared, and I'd probably flip a table on David Bowles trying to run my animal companion.

Feelings are often a poor measure of the situation. People in this hobby ... well lets just say dumping charisma isn't just for our characters. And we can be a little idiosyncratic in our personalities. Put the two together and there's really no way to tell someone "you're doing that wrong" without a risk of causing a bigger problem than you solve.

Silver Crusade 2/5 *

" I'd probably flip a table on David Bowles trying to run my animal companion."

I've totally given up on that. I just hope the NPCs are written smart enough to not engage the thing in a futile effort to damage it.

The Exchange 5/5

BigNorseWolf wrote:
Nosig wrote:
f "the sin" is big enough for someone to feel the need to report it, they should report it.

We've both been around long enough to see some pretty unjustified nerd rage on the boards, not to mention legitimate differences in interpretation. You'd report me for not letting you take 10 in the dissapeared, and I'd probably flip a table on David Bowles trying to run my animal companion.

Feelings are often a poor measure of the situation. People in this hobby ... well lets just say dumping charisma isn't just for our characters. And we can be a little idiosyncratic in our personalities. Put the two together and there's really no way to tell someone "you're doing that wrong" without a risk of causing a bigger problem than you solve.

nah, I don't even blink on the "you can't take 10 on that skill" stuff... no report. I get it all the time. Last ones were "you can't take 10 on a climb check if you are higher than 10 feet" because there is the distraction of falling, and "you can't take 10 on Knowledge checks - it's in the rules someplace"...

The only time I have every "reported" a judge was the one that spent 4 hours screaming at me (and several of the other players)... worse then my drill instructor in Army Basic Training...and he got me to stop gaming with strangers for weeks and stop going to conventions for 6 months (fear of encountering other people like him - yeah it was that bad). And I'll never go back to that convention again.

When you have a problem with a judge, and "report it", most Organizers (and VOs) are going to thank you for the feed back, and view it thru the lens of "...been around long enough to see some pretty unjustified nerd rage on the boards, not to mention legitimate differences in interpretation..." unless there is more than one report. But if you get a pattern of "bad judge" reports, you have to deal with it. Telling people "Make sure the sin is big enough to run the risk" is just going to get most players not to bother reporting problems... then you have unreported problems that players are handleing as we always have in the past, by "voting with our feet" and not coming back.

A bad judge can do a lot more damage to an area's gaming than a player giving "rage reports". The second or third time the same player reports different judges as a problem, it will cause me to wonder about the player - even when that player is me. ;-)

5/5 5/55/55/5

nosig wrote:


nah, I don't even blink on the "you can't take 10 on that skill" stuff... no report. I get it all the time. Last ones were "you can't take 10 on a climb check if you are higher than 10 feet" because there is the distraction of falling, and "you can't take 10 on Knowledge checks - it's in the rules someplace"...

All of which you'd need to go boards diving to disprove. (The falling thing especially, as the 3.5 example with krusk seemed like it was tailor made to remove falling as a possibility)

Quote:
The only time I have every "reported" a judge was the one that spent 4 hours screaming at me (and several of the other players)... worse then my drill instructor in Army Basic Training...and he got me to stop gaming with strangers for weeks and stop going to conventions for 6 months (fear of encountering other people like him - yeah it was that bad). And I'll never go back to that convention again.

Reporting that sounds like a good call.

Quote:
"Make sure the sin is big enough to run the risk" is just going to get most players not to...

That's a completely random criticism.

The Exchange 5/5

BigNorseWolf wrote:

...

Quote:
"Make sure the sin is big enough to run the risk" is just going to get most players not to...

That's a completely random criticism.

actually, I was trying to make the point that you appeared to be advising people NOT to report problems.

Many players are not likly to come forward with a complait even when the situation is totally over the top.

"Make sure the sin is big enough to run the risk" is akin (IMHO) to telling someone "oh, that's just the way XXXX is... we've learned to live with him and his racist/sexist comments... at heart his really a nice guy. And if we didn't have him running games, we might not have anyone to run a table... "

If you think there is a problem, tell the VO. Tell the organizer.

I don't take my own advice:

Some time back, I was sittig in on a game with strangers (this happens to me often, I like to travel around some). In the scenario, some of the PCs get dumped into water and have to fight a monster with several attacks. As luck would have it, my PC ends up in the water with another players PC, and the strangest thing happened...
.
The other PC is a bard, and mine is sort of a meat shield. The monster moves to attack the bard and swings once (due to moving, only one attack). I move next to the monster, and swing. The bard withdraws to behind my PC. I figured the monster would swing 3 times on me but instead it swims around my PC (giving me an AOO) to attack the bard again. I swing, the bard withdraws behind me and again the monster swims around me (my guy gets another AOO) to go after the bard with one attack. The Bard player rolls her eyes and we repeat this several times. Looked crazy to me, but I didn't know what the monsters tactics were so (shrug). What do I know, maybe the judge is playing the monster crazy to give us a better chance.

After the game as we are heading out the door, I told the bard that I was sorry my guy didn't hit harder and drop the monster sooner, as she had to suffer the extra attacks. She said something that put it into an entirely different light... "yeah, he's upset with me, I killed him when I ran a game a while back, so he's been going after my PCs each time he runs a game sense then. And if he'd dropped me in the water, I'd have drowned before someone could fish me out. Thanks for blocking for me." With this she shrugged and headed out.

I don't take my own advice. I didn't report it to the organizer (store owner), or anyone, just mentioned it on the board. And I just I don't play there. It is a location in my home town, and I know the judge still judges in town, but I have no idea if he still does things like that. I avoid his tables (even avoiding the shop he plays at).

5/5 5/55/55/5

nosig wrote:

actually, I was trying to make the point that you appeared to be advising people NOT to report problems.

Not to report small problems. Big difference.

The fact is that if you "tell the teacher" on a DM for every mistake there's a reasonable chance its going to create more problems than it solves. "Make sure its worth it" is not the same as "don't do it".

The Exchange 5/5

BigNorseWolf wrote:
nosig wrote:

actually, I was trying to make the point that you appeared to be advising people NOT to report problems.

Not to report small problems. Big difference.

The fact is that if you "tell the teacher" on a DM for every mistake there's a reasonable chance its going to create more problems than it solves. "Make sure its worth it" is not the same as "don't do it".

For you perhaps.

But often "Make sure its worth it" is often interpreted as "Why are you bothering me with this?" or worse yet, "what exactly is YOUR problem?".

When I am the coordinator at an event, if someone has a problem with a judge (or a player), I want to hear about it. If the person with the problem is ""tell the teacher" on a DM for every mistake there's a reasonable chance..." that I am going to take that into consideration.

Is this complaint coming from the local "squeeky wheel" that b**chs about the price of the free lunch?

or is it from the shy girl that I have never seen before, and she's the third female player commenting about the judge who "...makes me uncomfortable"?

The only problem I can't deal with, is one I don't know about. And if it isn't reported, I'll never have a chance to fix it. And it might be as simple as telling the judge, "hay Bob, quit trying to 'hit' on the female players..."

The Exchange 5/5

BigNorseWolf wrote:
nosig wrote:

actually, I was trying to make the point that you appeared to be advising people NOT to report problems.

Not to report small problems. Big difference.

The fact is that if you "tell the teacher" on a DM for every mistake there's a reasonable chance its going to create more problems than it solves. "Make sure its worth it" is not the same as "don't do it".

Please define "small problem".

What would seem like a small problem to me, could easily be a major issue to a large percentage of my players. And if a large percentage of my players are bothered by something, I (as an event coordinator) need to address it. Whatever it is.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Well I have had my share of bad GMs (not with PFS), but never anything that bad. And frankly, while I think that GMs should play the monsters and traps to the best of their ability, some of the examples above seem above seem downright illegal (those gotcha moments, people have a Perception skill for a reason).

I think it is reasonable, to give a short report, if it doesn’t seem to be possible to talk to the GM or the organizer after the game. Likewise, it seems prudent if you catch you GM making an error (that doesn’t have to be resolved in game) to inform him after the game. Maybe the NPC statblock didn’t mention that a an arcanists counterspell is an immediate action, maybe the GM was unaware of an errata or a faq entry, everybody misses something, but unless someone mentions it…

This is a personal problem, but whenever I see something like this happen, I can’t just ignore it. Frankly the excuse not to report/exchange someone because the replacement situation isn’t clear doesn’t always work. I spend plenty of time in wow, and usually if the raid leader happend to lose their temper way to often, or wasn’t willing to explain an encounter .. well it usually ended with me giving the explanations, and solving conflicts. On several occasions (I played wow for a long time, with breaks) players were unwilling to raid, with a particular raid leader, and more often than not I usually got more work.

While this is absolutely anecdotal, a well intentioned player that is willing to transition into the role of a GM (even if he ends up making every possible mistake) is always better, than an experienced GM that is poisoning the game.
At every table you are likely to find people who are good at something, I for instance have delegated the issue of tracking the initiative to one of my players (with a Comat Pad.), and even of you don’t have a rules lawer, asking a player (who isn’t currently acting in the initiative) to look up and unclear rule can be a boon to every GM.

TL:DR: Turns out, there is a wrong way to play this game.

5/5 5/55/55/5

Nosig wrote:
But often "Make sure its worth it" is often interpreted as "Why are you bothering me with this?" or worse yet, "what exactly is YOUR problem?".

I cannot be held responsible if i say one thing and you change them into something completely different that wasn't said, hinted, or even remotely implied.

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