QUOTE (ShadowDragon8685 @ Feb 20 2012, 07:27 PM)
The figure you're thinking of is for a common campfire. A roaring house-fire would quite justifiably be more damage. Plus it's damage per round, which is going to be a while since they were barricaded into the house. Let's not forget the smoke causing suffocation (possibly not an issue if it's full of things that don't breathe, admittedly,) and the damage that the house collapsing will cause.
So yeah, you can kill something surprisingly high-level by barricading it into a sturdy house and then torching it.
Well... houses don't just burst into flames. Things start burning, and then they burn a little more, etc. So depending one when this becomes clear you might have a host of bad guys jumping out of the window - or not. If these bad guys were just waiting for you to shutter all the windows and then light a fire, then... well, they deserve no better. Enemies that simply sit in a room and wait to be killed, well...
In any case, whatever comes out will be severly weakened, I'll grant you that. However, unless it's a raging fire even Restance 10 will mean they will just lose the odd point here and there. Remember a raging fire reliably kills level 1 guys, quickly. Let's say, 2d6 per turn.
BUT that's hardly the point of this topic, sorry.
QUOTE (thorya)
I think that's perfectly reasonable and I love when players think of awesome things and we finish things faster than I expected. I usually only have a good idea of other jobs or the next thing, but it's rarely planned thoroughly. I usually end up winging it too. When this happens I'm up front with the players. I just say, "Okay, so I didn't expect you to get this far or I expected this to take longer, this next parts not entirely planned." Most players cut you slack or are understanding when they've turned down some runs for good in character reasons that they threw you a curve ball.
I'd actually love to have that happen. Just once, even. As it is, I prepare a run for one evening. It takes three. Go figure, it makes for little preparation, but...
Alright, I've had it that players didn't take the bait. Tough luck. Generally, as you say, being up front about it helps. Then at least you don't need to crack down on the trash-talking for one evening.
QUOTE
The things I'm bothered by is Irion saying that players never do unexpected things and that a good GM never has to wing it and claiming it's bad GMing to not think of every scenario that a player could possibly think of.
Which I realize is not what he started saying and maybe I'm overreacting, but being told I should have prepared more and I'm a bad GM tends to piss me off.
I think there may be some irony in there, somewhere? I'm not sure, honestly.
Now, Irion, correct me if I'm wrong:
You are saying your opinion is a bit of railroading is better than bad improvisation? I would disagree on principle, but there might be a case where it turns out more satisfying, at least if your players aren't dramatically anti-railroading. Or maybe if you're just not very good at improvising.
I've personally experienced a GM that arrived to the session saying: Alright... you said you wanted to do something different, some regular crime. Alright, I don't quite have that, but, let me just take a few minutes to think of something. Then he sits there for half an hour hacking stuff into his laptop, DURING the session. And THEN he delivers..., wait for it,... NOTHING! He doesn't railroad, at least. He wings things badly. He just let's us run in fricken circles. On another occasion this guy had us investigate a HUGE, DEEP tunnel underneath a house filled with blood-mage cultists for... I don't know, an hour of real time at least, before it became clear that it was supposed to be the cellar for the central heating. WTF. So this guy was maybe the worst improviser ever. But even so, the obvious decision should have been to not game with him under those terms. He actually apparently did better GMing in other groups. Did I mention he was also a challenged player? Whe used to call him Gmorg, he could, very well, play half-orc barbarians. Yes, he also played those in SR. And in Earthdawn. And in... you name it. Should I also mention that he is doing his PhD in theoretical chemistry? Yeah, talk about inconsistencies.
On the other hand, preparation doesn't have to take long. Today I spent 20 minutes off work (I forced myself to do this, I have to admit) to prepare a structure for the run that I had started to improvise last session. With that, and some basics, I got through the session, planted all my hints, and got the players to look in the right direction. Next session they can confront the BBEG, and finish the job. And these 20 minutes saved me from an entire evening of unstructured embarrassment. What did I do in those 20 minutes? I made a node chart, basically a flow chart for the investigation the runners had to go through. That's it. Every individual piece of gameplay was improvised, but at least I had structure, and SOME information what clue to place where. (The emparassing part will come when next sesssion I can't remember what I improvised this session. Obviously... yeah, that's a problem. )
[ Spoiler ]
Good GMing 101, from personal, very painful and frustration ridden experience, from both sides of the table:
Prepare scenario, not plot. NEVER think of particularly dramatic scenes in advance, because the only way they will happen is by force. HUGE trap, there.
Come prepared. But know when to improvise. I've also made the mistake of overpreparing. This is bad, because you will be disappointed, and more prone to pushing in a particular direction.
Never railroad, basically. Nudge a little when the players just can't find the right way.
NEVER deprotagonise. I cannot stress this enough. This is like the worst thing you can do. IF you want to make show of powerful NPCs battling things out with the PCs on teh sideline, take ten minutes to read it out to them. Then go on with the game. Even when you think that theoretically it could be fun being a small fish in the water watching the big guys fight... it rarely is.
Know the rules. Obviously. You simply cannot improvise within the mechanics of the game if you don't.
Don't be afraid to let got of things you really wanted to happen. Sometimes they just don't work out.
And... always have a few names for suddenly appearing NPCs in your back pocket.
My players always know who's important because I know the names of the important people. That's bad. Strangely enough... this session they did actually go after the tangent lead I had to improvise a name for.
Finally, er.. write down what you improvised? Better yet, get one of your players to do it for you
.
Yeah, so this is obviously a complete list. Duh. Learn it by heart and perfect GMing is at your fingertips. Er, not. What I can see, though, is that the Op's GM has decided he wanted to disregard some of these, and it didn't get him too far.