Tag Info

Hot answers tagged

129

It's pretty reasonable you're annoyed. One of your fellow players secretly plotted to kill your character for revenge (and it worked), the DM - the one guy you pretty much have to be able to trust - was in on it, and your fellow players offered you no emotional support at a point when you clearly needed it and instead made things worse for you. People have ...


66

The game you want to run is not the game they want to play. Fundamentally, gaming is a consensual activity. You clearly have very strong views about what kind of game you want to play, strong enough to trump your annoyance with the rest of the players not playing that game. While it's not "wrong" to require justification, it will leave you without players ...


60

Understand what makes the game fun for your players and then try not to back yourself into a corner where you feel pressure to fudge rolls in the first place. If character death is acceptable to your players then you should feel no pressure to erase a crit. If it is not then you should have death or resurrection mechanics which allow for the player to take ...


56

This is a brief answer not really based on roleplaying games, but on living in corrupt societies, however briefly. Namely, USSR/Russia. The thing about institutionalized corruption is that it's not subtle. Everyone knows about it. Depending on the rest of the social organization, it may be illegal to speak about it openly, but everybody still knows. And once ...


54

There's a two step process needed here. Say to your players what you just said to us Then mind your own business Have they not noticed that imbalanced loot is throwing off their party balance? Or is it that they don't care? If they do not care and are having fun, it is not a problem. If they haven't noticed, then just telling them "Hey gear is ...


54

One of the things I say first when I'm about to start running a game for a new group of players is that it is not my responsibility to come up with increasingly convoluted reasons why a disparate set of characters with nothing in common should adventure together. I've been there and tried it, and it is stressful, frustrating and simply not fun. I'd much ...


53

Find better friend(s) From what you said, Bob is a douche bag. Do not role play with him and ditch him as a friend. Life is too short to waste on this. I get that you want revenge but really it's not worth it. Act like the grown up in the room and go do something fun instead. As a side note, racism or any other form of abuse should not be tolerated if ...


53

A candy filled doom pool with players taking variable amounts of candy every action. In our 4e game, we faced a countdown timed by a bowl filled with candy. Since you've obviously ruled out mapping out the entire ship and having them move through it, instead, start the timer by pouring candy into the bowl. For every action each player takes, have them take ...


50

It sounds to me like an expectation problem. You should easily be able to resolve it by asking the player why they feel the need to say those things. Once you figure out why, you can do something about it. Although my suspicion is that the player is used to a GM vs Players style of gaming and thus covers all his bases because otherwise, they get picked on. ...


50

The Road to Hell is paved with good intentions In the Screwtape Letters, Screwtape toasts at a banquet stating that all the best sinners were failed saints. Men and women with a powerful will and a strong virtue, such as justice or defending the natural world, whose zeal crossed the line or had their virtue perverted. Villains should have goals that, at ...


46

Explicitly define "What's at stake?" Well, it sounds like part of your problem is that you two don't necessarily see eye to eye on the meaning of that roll. In my experience, the best way to approach this is to actually explicitly define the "stakes" of the check before the roll. That means you spell out the consequences of success and failure, then give ...


45

I believe it is a matter of story, and less a matter of mechanics. Mechanically, any monster, any NPC, any curse, any trap, anything the players encounter will have a solution, a stat to beat, and you as the GM would have calculated their chances and deemed it possible for them to defeat (speaking in generalities) The way to make the Undead scary is not to ...


45

Corruption isn't obvious in "liberal" societies. This answer is firmly situated in the western idea of corruption, best illustrated in House of Cards (BBC 1990). Obvious corruption tends to get corrected, as it has no shadows to hide in. The best signs of corruption are the fact that everything is too polished. An effective corrupt institution will operate ...


40

Well first off, to answer your question about magic item limits, a character in 3.5e is limited to two magic rings. Found here: http://www.d20srd.org/srd/magicItems/rings.htm in the very first paragraph. Second, AC bonuses do not stack unless they are different types of bonuses (armor, deflection, shield, etc.) or state that they stack. Usually, you cannot ...


39

There are a ton of issues with that. That doesn’t automatically mean it’s the wrong move, just that it’s fraught with problems. Ultimately, most people feel that roleplaying works best when everyone, ya know, plays a role. As in, behaves as their character would, based on what their character knows, rather than how they would, based on what they know. This ...


39

How do I tell the players "This house rule sucks and we shouldn't do it anymore?" That's exactly how you do it! Say, "This house rule sucks and I think we shouldn't do it anymore." If they object, well... then they don't mind the paperwork. If they agree, then you don't have a problem. Either way they don't feel cheated, because they're part of ...


36

Tell them the consequences of the standing order, and ask if they really want that. For extreme and unreasonable ones, they might go like this: You're always on high alert, always searching for secret doors? Each piece of wall and floor takes ten minutes to search, so that means your progress will be very, very slow. Also, you will eventually ...


36

Look, the two of you are going to need to coordinate and manage expectations here. Tricking the GM into giving you a kingdom? AWESOME. But the game still needs to run, and both of you need to take that into account. You want to give him what he wants, to have the game be fun for him - but if what he wants is to be an omnipotent monarch and do his ...


36

Make the players invested in the history of the world. This depends on the system you're using. However, generally, you want the players to come up with a backstory, yes? Well, nudge them to tie their character's backstory in with the rest of the world. That way, when something happens in the world, they'll be emotionally invested in its outcome. Hence, ...


35

Lying to people about brigands is not pragmatic in the long run. Neighboring lords will have their soldiers killed and injured, and for what? Not for vast piles of loot, and the captives paint a much less barbaric picture than the PCs and have evidence on their side. Thus, the PCs will end up as the boy who cried wolf: next time they face a major threat, ...


34

Could you? Yes. Should you? That really, really depends. There is no "should", only things you want this houserule to encourage and discourage. Do you want to discourage players investing in thinking about the challenges in your game? Do you want to encourage players to not use Intelligence as a "dump stat"? Do you want to encourage character-based skill ...


33

Your solution is much simpler: The Lucky player should have a decrease of all hidden difficulties. Functionally, "lucky" is very hard to quantify. But if you want it to be a particularly subtle luck, then for any difficulty where the PC doesn't know the number (be it attack roll or a monster attacking her, or a skill check) simply give them a hidden bonus ...


32

If talking through the problem with him - usually the go-to answer for this type of question - doesn't work, then you have to move on to the next step: impose consequences for his behavior. The best way to do this is to kick him out politely. Sit him down privately and say that games are meant to be fun for everyone, but he is clearly not having fun. ...


32

You're Upset, and Making Assumptions I understand that it sucks to lose a character, especially in this way. You're unhappy, and that's perfectly reasonable. You should take some time to think about it before acting. Reading this, I get concerned: Apparently the DM worked with Bob, who was extremely upset with me killing his lacky, and hatched this ...


29

I think I'd be okay with the bolt recovery. I see that as weapon upkeep and it's part of the game I'm just not interested in spending time on. I don't ask the fighter to oil and sharpen his sword, nor does the bard change out the strings on his lute to get new string sound. I would not be okay with the high alert standing order. A character that paranoid ...


29

"You've just moved into town and you wanna know the big players. Fair. There's the basic info you're going to get from your usual methods - you're shadowrunners, this is part of the job. BUT - tell me a) how long do you want to spend researching, b) how low of a profile do you want to keep in this, c) how much are you willing to spend? Detailed, fast, ...


29

One of the most noticeable things will be how resources are being diverted towards the war effort. Conscription: Anyone of fighting age (and possibly gender, if appropriate to the setting) is a target for being drafted into the militia/army. Settlements are going to be the older members of society, often attempting to do jobs they're no longer physically ...


28

Flat out tell them (as GM) that the best debriefing possible, after the mission has inevitably failed, is to blame the failure (likely, multiple failures) on the treasons of dead teammates who aren't there to defend themselves. Have a secret society order one PC to kill another, or to frame then kill them. If they don't do it, have their own secret society ...


27

Personally, I think this is a great idea. My players would be absolutely taken aback by such a development -- and they would love it. I understand your being concerned about being unfair to the players. But I think the fairness of it has to do with what the players' expectations are. In other words, how story-driven is your campaign? How much of it is ...


26

Introduce NPCs and plotlines/quests to handle redistribution and to bring the "lagging" PCs up to "speed" via personalized rewards (and, if very, very badly needed, punishments.) Examples: If your ranger has barely any items, run a sylvan quest for whose completion he is given a magic bow made / customized especially for him by a dryad. If it's your ...



Only top voted, non community-wiki answers of a minimum length are eligible