Hot answers tagged

58

You could say to your players, "Y'know, in this campaign, not all problems can be solved by punching them. And some problems that could be solved by punching could be better solved by not punching, or by punching with strategy instead of with no real plan. What I mean to say is, punching things in the head is a good solution to a lot of problems, but it's ...


45

I used to play a game that was fun and exciting: you rolled a dice and depending on the result moved up some ladders or slid down some snakes and the first one to the top won, its name escapes me for the moment. It was thrilling and intriguing and then I turned 5 and realized it was no fun at all because I had no agency. My definition of agency is: ...


16

The past tense is smote, as you've noted. You can also say someone's been smitten, but that just as often means "in love", so use with caution or to comedic effect. Yes, "smited" is just plain incorrect. Google Ngrams pegs its usage in books at 0%. It's just a colloquialism resulting from poor understanding of the word's tenses, not a gaming term. Gaming ...


15

I fully agree with GMJoe's answer and I encourage you to talk with your players. It's always good to have some feedback, this way you and your players will know how to make game more enjoyable for everyone at the table. But considering they ignored your comment about retreat, you may use this whole situation as more harsh learning example. If in the end ...


13

While the other answers are all good options, they're also all oriented from the OOC perspective. Another approach to this problem is to provide entirely in-game consequences, based on our unique ability to learn far more quickly from our failures than we do from our successes. Punish the party, in game, for solving with their fists, the problem that you ...


9

Your examples are good ones, it's all about the PCs having choices - immediate and longer term. I'm currently running a nautical pirate campaign and it was important to me that the actual sailing of the ship was a large and meaningful part of the action and not just a teleporter to some new location (and most of my players have read Hornblower, Aubrey, et ...


8

I find it hard not to reply to questions beginning with things like "how can I tell someone..." with the obvious answer "With your mouth. Use your words." But in this case I think it would be an injustice, since you already did that. I reckon you made absolutely the right decision to explicitly point out they could back out of the fight and regroup. They ...


3

The answer to that question would be smote, it's a past tense/past participle of smite. To the best of my knowledge smited isn't a real word. It doesn't take much beyond a cursory search to find this for your self. The Grammarist, one of my favorite grammar resources has a page devoted to smite. See the excerpt below: The verb smite, meaning to inflict ...


2

As with any game that represents any situation, the more you represent the actual situation in real game terms that resemble the situation, and present/allow different choices (and creativity), the more it will be like that situation, and the less gamey and artificial it will be. Characters can have attributes, skills, traits, equipment, supplies and ...


1

Trying to keep things simple, you need to present the players with choices that cannot be resolved by simply asking their character "what's the smartest thing to do here, given everything you know about wilderness survival?". When you make a roll, you're counting on the character to do the right thing. When you force a decision to the player, you make it ...


1

I'v seen some fairly long answers here (most of which are very spot on and clearly explain various ideas/etc). I wanted to through out a quick list of options and thoughts on how I personally would deal with these situations. Change what the rolls mean for the party. Yes, "survive roll" is always generally there but constantly change the meaning behind the ...


1

Lots of XP rewards by role-playing. They know the thief got the money for himself. They should not react. If they do, you can ask "why are you distrusting him?" Don't let them to react if they don't have a good answer. Give role-playing XP to the players who did not react. Big amounts. I used to give them more of these XP than combat XP. (This includes ...



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