So... little vent here...
I finally GMed a session for my friends. In real life so my anxiety was high. It started with the players waking up in a dungeon. The story being adventurers and heroes have gone missing, kidnapped. Now the party was part of that statistic.
boom mistake.... I shouldn't of have them wake up in an unknown area. It gave them no reason to want to explore or stay. Only to get out.
I "deflected" the player's actions too much, I didnt really say "no" but I put the action as if it was a failure, it didnt work.
Mistake! Never say NO let your players try random things even if it's stupid!
I used the Dice ONCE and for battle.
Of course mistake! Let the dice do their job! That's what they are there for!
Everyone had fun in the end though. And they want me to run the next session.
Things to :
Let the dice choose.
Use the dice.
Use ives.
Dont say "no" or "deflect"the player's actions.
USE THE DICE.
Plan side quests.
Plan NPCs.
Plan for the unknown.

Comments (8)
The only time i had to say know to my group was when the roque was attempting to sneak into a dragons lair in a dragon costume, this dragon was a HUGE plotpoint and they just could not screw it up by forgetting it has truesight
*i had to sai no, correction
Hey. I accidentally TPKed an entire party with two 1/4 monsters.
Oh oh my
Honestly it’s really important to learn when to say no
I’d say there is no wrong done in suggesting they don’t do something stupid. Though if they do, then they get what’s coming too them.
Awww, I'm sure it wasn't that bad!
You'll learn, and grow from your mistakes.
Plus, one of the most important things is if they had fun, and they did!
^^
Heh... it was pretty bad ^^;
They did have fun so that's good