I recently provided my party with a Scroll of Protection against Undead since they were in a catacomb filled with undead. They were confronted in a necromancers laboratory by a Flesh Golem. No matter how much I explained the situation, that a Flesh Golem is a construct given life by an elemental spirit and therefore not technically undead, they argued with me furiously. To avoid a TPK and the rage of my players, I allowed for the protection to work, turning a fight they should have fled from into a boring slug fest of burning the Golem to death after several turns while they hid within the cylinder. Afterwards they complained the fight became boring. How should I have handled the situation? How do you handle a unified front of angry players while keeping everyone happy?
"Look, you all agreed to abide by my rulings as a referee - that's part of being the DM. I just made a ruling. You either can abide by that, or we're done. We can go off and have discussion with other people, and come back and discuss how this works, later, if you really want - but for right now, this is how this works, or this session is over." - and be willing to pack and and call the game right there.
Having caved in the face of Player's disagreeing with a ruling is going to make the next time 1000x more difficult.
I'd have a sit down with your group before you start the next session and spell out what I've said above.
This is not to mean you should be a dictator. You should absolutely listen to your players' opinions, and perspectives, and be open to discussing the issue again after the session is over - but as the game referee ( elected and agreed upon by your players ) then when you make a call, that's how it is.
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Sometimes you just have to show them the stat block. Sometimes you just have to say "This is the way it is, we'll look into the confusion afterward." Players will do everything in their power to win and, intentionally or not, it may take the form of bullying the DM into submission. As well there's an old adage: “You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.
You knew what was going on, you made a ruling, and then you allowed the players to push you in a direction you felt was wrong. It resulted in a fight that everyone felt was boring and lack luster. When you start your next game take a moment out, before the session, and explain that it's not something that should happen again, show them what they missed out on, and ask them to respect your decisions going forward. Then, stick to your guns, don't let them dissuade you from your course unless they have a valid point. There will be points in any game where players will speak up and go "but this is what I think should happen", it's fine, as long as they respect your decision as final once all is said and done.
This isn't going to help you after the fact, but there's a very good reason for why necromancers/liches would keep flesh golems as guards: they are not undead, and thus not vulnerable to the types of things adventurers prepare to fight undead.
... turning a fight they should have fled from into a boring...
The reality is many players do not know they are out matched. And so it is rare to see a party run from an encounter. They do not see the CR, they infact have pressumed the encounter is designed specifically for them to overcome via combat, video game styles.
I fully endorse above comments, your ruling should stand without compromise. Players may plead their case if you allow, but only you can overturn a ruling, and considering the prep you put in, that case better be good.
A suggestion would be too have the party state their mission. i.e. to sneak into the necromancer's lab and get the necronomicon. You can then remind the party that they have a mission, and with quick wits and a little moxy they can accomplish the mission unscathed.... or they can risk it all fighting for no gain.
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Jesus Saves!... Everyone else takes damage.
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I recently provided my party with a Scroll of Protection against Undead since they were in a catacomb filled with undead. They were confronted in a necromancers laboratory by a Flesh Golem. No matter how much I explained the situation, that a Flesh Golem is a construct given life by an elemental spirit and therefore not technically undead, they argued with me furiously. To avoid a TPK and the rage of my players, I allowed for the protection to work, turning a fight they should have fled from into a boring slug fest of burning the Golem to death after several turns while they hid within the cylinder. Afterwards they complained the fight became boring. How should I have handled the situation? How do you handle a unified front of angry players while keeping everyone happy?
"Look, you all agreed to abide by my rulings as a referee - that's part of being the DM. I just made a ruling. You either can abide by that, or we're done. We can go off and have discussion with other people, and come back and discuss how this works, later, if you really want - but for right now, this is how this works, or this session is over." - and be willing to pack and and call the game right there.
Having caved in the face of Player's disagreeing with a ruling is going to make the next time 1000x more difficult.
I'd have a sit down with your group before you start the next session and spell out what I've said above.
This is not to mean you should be a dictator. You should absolutely listen to your players' opinions, and perspectives, and be open to discussing the issue again after the session is over - but as the game referee ( elected and agreed upon by your players ) then when you make a call, that's how it is.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Sometimes you just have to show them the stat block. Sometimes you just have to say "This is the way it is, we'll look into the confusion afterward." Players will do everything in their power to win and, intentionally or not, it may take the form of bullying the DM into submission. As well there's an old adage: “You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.
You knew what was going on, you made a ruling, and then you allowed the players to push you in a direction you felt was wrong. It resulted in a fight that everyone felt was boring and lack luster. When you start your next game take a moment out, before the session, and explain that it's not something that should happen again, show them what they missed out on, and ask them to respect your decisions going forward. Then, stick to your guns, don't let them dissuade you from your course unless they have a valid point. There will be points in any game where players will speak up and go "but this is what I think should happen", it's fine, as long as they respect your decision as final once all is said and done.
This isn't going to help you after the fact, but there's a very good reason for why necromancers/liches would keep flesh golems as guards: they are not undead, and thus not vulnerable to the types of things adventurers prepare to fight undead.
I am one with the Force. The Force is with me.
The reality is many players do not know they are out matched. And so it is rare to see a party run from an encounter. They do not see the CR, they infact have pressumed the encounter is designed specifically for them to overcome via combat, video game styles.
I fully endorse above comments, your ruling should stand without compromise. Players may plead their case if you allow, but only you can overturn a ruling, and considering the prep you put in, that case better be good.
A suggestion would be too have the party state their mission. i.e. to sneak into the necromancer's lab and get the necronomicon. You can then remind the party that they have a mission, and with quick wits and a little moxy they can accomplish the mission unscathed.... or they can risk it all fighting for no gain.
Jesus Saves!... Everyone else takes damage.