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SevenSidedDie
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  1. Another time, they were racing against the bad guys through the Teleport through Plants spell of the druid. I made one of the bad guys' many mages then simply use the teleport spell, the players got angry at me again.

    Your bad guys should follow the same rules as the players. If you created him with the appropriate skills and a teleport spell either prepared or available via scroll/wand, then that is far game. If you just made it up on the spot to deny the players their win, then they are right to be upset.

  2. I constantly find myself telling them they can't do something. For example, one player wants to abuse the Bag of Holding by using it as a vehicle, "All players get inside and a dominated eagle carries us". When I told them that the bag has a limited space, he was visibly outraged.

    If you're using a standard Bag of Holding, I believe the capacity is 4 feet deep, 2 feet in diameter, and 500 lbs. Technically, you're right, but that does nothing to appease the player. Provide the rule/spec which is limiting them, and let the player decide how to respond. Perhaps a smaller PC could crawl in, then act as a guide, lower a drawbridge, or drop a rope after arriving. Perhaps the party could shrink.

    Alternatively, let them try and fail. You're the one who has to be creative and improvise now though. As DM, your "failure" decision must still provide an opportunity to advance the story---even if the only way forward derails your original plot.

Another time, they were racing against the bad guys through the Teleport through Plants spell of the druid. I made one of the bad guys' many mages then simply use the teleport spell, the players got angry at me again.

Your bad guys should follow the same rules as the players. If you created him with the appropriate skills and a teleport spell either prepared or available via scroll/wand, then that is far game. If you just made it up on the spot to deny the players their win, then they are right to be upset.


I constantly find myself telling them they can't do something. For example, one player wants to abuse the Bag of Holding by using it as a vehicle, "All players get inside and a dominated eagle carries us". When I told them that the bag has a limited space, he was visibly outraged.

If you're using a standard Bag of Holding, I believe the capacity is 4 feet deep, 2 feet in diameter, and 500 lbs. Technically, you're right, but that does nothing to appease the player. Provide the rule/spec which is limiting them, and let the player decide how to respond. Perhaps a smaller PC could crawl in, then act as a guide, lower a drawbridge, or drop a rope after arriving. Perhaps the party could shrink.

Alternatively, let them try and fail. You're the one who has to be creative and improvise now though. As DM, your "failure" decision must still provide an opportunity to advance the story---even if the only way forward derails your original plot.



 

Another time, they were racing against the bad guys through the Teleport through Plants spell of the druid. I made one of the bad guys' many mages then simply use the teleport spell, the players got angry at me again.

Your bad guys should follow the same rules as the players. If you created him with the appropriate skills and a teleport spell either prepared or available via scroll/wand, then that is far game. If you just made it up on the spot to deny the players their win, then they are right to be upset.


I constantly find myself telling them they can't do something. For example, one player wants to abuse the Bag of Holding by using it as a vehicle, "All players get inside and a dominated eagle carries us". When I told them that the bag has a limited space, he was visibly outraged.

If you're using a standard Bag of Holding, I believe the capacity is 4 feet deep, 2 feet in diameter, and 500 lbs. Technically, you're right, but that does nothing to appease the player. Provide the rule/spec which is limiting them, and let the player decide how to respond. Perhaps a smaller PC could crawl in, then act as a guide, lower a drawbridge, or drop a rope after arriving. Perhaps the party could shrink.

Alternatively, let them try and fail. You're the one who has to be creative and improvise now though. As DM, your "failure" decision must still provide an opportunity to advance the story---even if the only way forward derails your original plot.


  1. Another time, they were racing against the bad guys through the Teleport through Plants spell of the druid. I made one of the bad guys' many mages then simply use the teleport spell, the players got angry at me again.

    Your bad guys should follow the same rules as the players. If you created him with the appropriate skills and a teleport spell either prepared or available via scroll/wand, then that is far game. If you just made it up on the spot to deny the players their win, then they are right to be upset.

  2. I constantly find myself telling them they can't do something. For example, one player wants to abuse the Bag of Holding by using it as a vehicle, "All players get inside and a dominated eagle carries us". When I told them that the bag has a limited space, he was visibly outraged.

    If you're using a standard Bag of Holding, I believe the capacity is 4 feet deep, 2 feet in diameter, and 500 lbs. Technically, you're right, but that does nothing to appease the player. Provide the rule/spec which is limiting them, and let the player decide how to respond. Perhaps a smaller PC could crawl in, then act as a guide, lower a drawbridge, or drop a rope after arriving. Perhaps the party could shrink.

    Alternatively, let them try and fail. You're the one who has to be creative and improvise now though. As DM, your "failure" decision must still provide an opportunity to advance the story---even if the only way forward derails your original plot.

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DoubleD
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It's hard to say where the problem is. Above everything else, a DM must be fair, reasonable, and consistent. Players will end up being creative and disruptive no matter the rules. That's part of the fun. But you do need good, consistent rules so that they know when enough is enough.

Examples:


Another time, they were racing against the bad guys through the Teleport through Plants spell of the druid. I made one of the bad guys' many mages then simply use the teleport spell, the players got angry at me again.

Your bad guys should follow the same rules as the players. If you created him with the appropriate skills and a teleport spell either prepared or available via scroll/wand, then that is far game. If you just made it up on the spot to deny the players their win, then they are right to be upset.


I constantly find myself telling them they can't do something. For example, one player wants to abuse the Bag of Holding by using it as a vehicle, "All players get inside and a dominated eagle carries us". When I told them that the bag has a limited space, he was visibly outraged.

If you're using a standard Bag of Holding, I believe the capacity is 4 feet deep, 2 feet in diameter, and 500 lbs. Technically, you're right, but that does nothing to appease the player. Provide the rule/spec which is limiting them, and let the player decide how to respond. Perhaps a smaller PC could crawl in, then act as a guide, lower a drawbridge, or drop a rope after arriving. Perhaps the party could shrink.

Alternatively, let them try and fail. You're the one who has to be creative and improvise now though. As DM, your "failure" decision must still provide an opportunity to advance the story---even if the only way forward derails your original plot.


Your players may be immature and want a fantasy-fulfillment, powergaming, munchkin kind of campaign. It sounds like you do not want that kind of campaign. If this difference in goals is the case, then you need to try accommodating each other or part ways. Either way, that involves communication which may need to happen out of character.