Has anyone else had this problem before?
4 comments
I agree. However, when I DM, if the players spin their wheels for a long time, looking for that key thing they missed that will advance the main plot, and it seems like the fun level is dropping, I try to provide more hints, or come up with an alternative path on the spur of the moment. I let them go off on tangents, or when they think their one real friend in the world is the BBEG (hilarity ensues), but as soon as I get the sense that the fun is deflating, I try to turn it around quick.
On the flip side, tomorrow the game where I am a player, we invade the ruins of Rhest in the Red Hand of Doom. We think we have a good, unique plan. And our DM doesn't cut us a lot of slack (though one time he did turn a near-TPK into a 1/3 PK... other than that, he a hard-ass.) So I am hoping he sees the pure awesome of our plan and plays the enemies that way, and that he continues to be unforgiving if we screw up.
When it comes to DMing, there are several different ways to roll. In Anon's comment above, the reason the "red hand of doom" game is fun is because the DM is consistently a challenge, so the players expect that they will die if they mess up.
For my players, I've typically found that the most fun comes from the problem solving situations, and that with some thinking you can feel like you've handed the answers to your players, but only half of them will have actually figured it out, and that half feels its so obvious that they won't bother to inform the other half, who is blindly trying to figure out what to do. When things really get stuck, I will give them a hand, though, usually in exchange for some sort of check (knowledge or wisdom, depending on the situation.)
I've been reading through the Mouse Guard rules, and there's a mechanic I really like. Give them the victory, but with a twist. "You miraculously kill the bad guys, but you lost all your food." "You miraculously find the hidden door, but a stench filled wind blows out all your torches." It gives them the victory, keeps them (more-or-less) on track, but gives them a handicap.