@SG said in GMs: Typical Player/GM Bad Habits:
GM Bad Habit: Throwing a Big Bad in front of low level players expecting them to run away.
I get that having a teaser of what is to come is sometimes a great thing, but this is so overused(In mushes and TableTop), I've seen and am now a player who will almost never go for it because almost every encounter is a death sentence.
As a GM, it's taken me years to get my players to trust friendly NPCs, after having one screw the party over back in the day. I've also done a lot of work rehabbing my group with having realistic stats for bad guys instead of 'Scaling for level'.
Anyways, this came to mind saturday when my TT GM jumped our fresh 3rd level characters with a fucking Aboleth. We tried to run, but cultists teleported in and kept us from getting away and now we have a jellified illusionist in a bucket.
On the other hand: player bad habit: always solving things a single way and/or being unwilling to lose and try another day.
As a GM, I try to make it very clear when a situation is beyond their skill scope, and will outright state it OOC: 'in this scenario, violence will not work' (for example) mostly because I don't like to waste anyone's time.
That said.
Bad GM Habit: Wasting player's time when they know a lengthy and/or convoluted and/or complex action is going to lead nowhere. Especially on MUs, where that can take weeks or months of the player's time and effort. Just tell them.
"This isn't going to get you anywhere. Feel free to play that it is frustrating not to get anywhere for as long as you want, but also feel free to drop it as soon as you want."
It's not hard and it fosters a good relationship where players don't feel deceived and storytellers don't get annoyed being asked about some inconsequential shit.
Better answer is to actually make it consequential (to the main plot or as a side thing) but just by telling them "this isn't gonna get anywhere" you still avoid a lot of the problems.