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Thread: The Nine Commandments of DM'ing

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    Raineh Daze's Avatar

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    Default Re: The Nine Commandments of DM'ing

    Quote Originally Posted by hamlet View Post
    Player was playing a bard and did not want to be told that she had to put away the halberd in order to play her instrument, which was a xylophone, so she decided to strap it to the weapon and play it while engaged in combat.

    She also attempted to strap on a lit torch, turn her xylophone into one of those little drag behind kids toys that plays by itself, and bolted a hooded lantern to her head (not helmet, head).
    ... but the xylophone things there are amazing.

    Quote Originally Posted by Raum View Post
    #5 & 8 - These are system and group dependent. Some systems depend on arbitrary GMs while others don't need (or even discourage) arbitrary decisions. Most importantly, don't break the social contract!
    Uh... just to check, you do realise that 'arbiter' is not the same as 'arbitrary', right?
    Last edited by Raineh Daze; 2013-07-10 at 06:37 PM.
    Things to avoid:

    "Let us tell the story of a certain man. The tale of a man who, more than anyone else, believed in his ideals, and by them was driven into despair."