In our game session yesterday, I explained that the rug is a creature, and that it is agoraphobic, and doesn’t want to be removed from the tower. I did say that if a werewolf ever attacked the stronghold, it would be happy to help defend its home and friends. The monster hunter mentioned that it felt like I was just making things up just to stop him from getting a fun option, but he’s pretty good-natured, so he let the subject drop when I explained that I was worried about it causing logistical problems.
So now I’m wondering if I made the right decision. They do have a pair of donkeys and a cart; maybe I should have just let him have it. Any opinions?
You absolutely made the right call. Because it's your game.
Just because a player wants something doesn't mean they should automatically get it. You said that the rug was only ever intended to be a quirky part of the tower they live in, it's not like you gave the character a magic weapon as a quest reward and are preventing him from using it.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I think that you made the right call there. Bear in mind that, as this is something the rug has decided, perhaps if they are gone for too long it will start to miss them and will try to find them.
You could even make this a story arc. They return to their tower some time later (hopefully having forgotten somewhat about the rug) and they are asked by the village to investigate a creature which has been killing wolves in the forest. They are worried that whatever it is must be worse than the wolves, so they want them to go and track it down. Turns out the Rug went looking for them, got lost, and has been trying to find its way back, killing wolves as it went.
Thanks everyone! This has been a very uncomfortable episode for me; learning the “When to Say No as the Dungeon Master” lesson is very hard, and tends to contradict my knee-jerk reaction instincts. I’m never sure if I made the right choice, regardless of what that choice was. And it’s really hard for me to say no to people that I like and respect. The “You are the Ultimate Authority” part of DMing has been my least favorite part of the role.
I definitely want to make the rug into some kind of story arc. It has a personality now, and that’s too good an opportunity to pass up! Not sure how I’ll use it yet, but that’s part of the fun!
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I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
Thanks everyone! This has been a very uncomfortable episode for me; learning the “When to Say No as the Dungeon Master” lesson is very hard, and tends to contradict my knee-jerk reaction instincts. I’m never sure if I made the right choice, regardless of what that choice was. And it’s really hard for me to say no to people that I like and respect. The “You are the Ultimate Authority” part of DMing has been my least favorite part of the role.
I definitely want to make the rug into some kind of story arc. It has a personality now, and that’s too good an opportunity to pass up! Not sure how I’ll use it yet, but that’s part of the fun!
Oh yeah it is a learning curve! I'm way far off from having it all figured out. Tho, one thing I really enjoy about being on the DM side of the screen is that there is so much to learn. It's a real skill, and you can see yourself getting better and better at it the more you do it, and there is all this cool stuff you can learn. That is a level of fulfillment that players don't really get to experience. I love it.
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You absolutely made the right call. Because it's your game.
Just because a player wants something doesn't mean they should automatically get it. You said that the rug was only ever intended to be a quirky part of the tower they live in, it's not like you gave the character a magic weapon as a quest reward and are preventing him from using it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I think that you made the right call there. Bear in mind that, as this is something the rug has decided, perhaps if they are gone for too long it will start to miss them and will try to find them.
You could even make this a story arc. They return to their tower some time later (hopefully having forgotten somewhat about the rug) and they are asked by the village to investigate a creature which has been killing wolves in the forest. They are worried that whatever it is must be worse than the wolves, so they want them to go and track it down. Turns out the Rug went looking for them, got lost, and has been trying to find its way back, killing wolves as it went.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Thanks everyone! This has been a very uncomfortable episode for me; learning the “When to Say No as the Dungeon Master” lesson is very hard, and tends to contradict my knee-jerk reaction instincts. I’m never sure if I made the right choice, regardless of what that choice was. And it’s really hard for me to say no to people that I like and respect. The “You are the Ultimate Authority” part of DMing has been my least favorite part of the role.
I definitely want to make the rug into some kind of story arc. It has a personality now, and that’s too good an opportunity to pass up! Not sure how I’ll use it yet, but that’s part of the fun!
I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
Oh yeah it is a learning curve! I'm way far off from having it all figured out. Tho, one thing I really enjoy about being on the DM side of the screen is that there is so much to learn. It's a real skill, and you can see yourself getting better and better at it the more you do it, and there is all this cool stuff you can learn. That is a level of fulfillment that players don't really get to experience. I love it.