New answers tagged

3

Let's try to break down the layers of the problem here, why fleeing isn't coming up as an option to be taken. COMMUNICATION A key problem is the limitations of communication; they just aren't able to have a debate about how all their coordination in attack is a massive waste when really they should be doing the opposite and running away. No one wants to ...


3

There is nothing inherently wrong with extremely powerful and jerkass characters. Most scenarios actually have these in canon in form of deities or sentient high-level monsters. The question is how these characters are used. They can be useful as: Villains (if not confronted directly) Questgivers (can't do everything on their own) Neutral NPCs which need ...


10

First talk to the other players, determine how you would like to see this resolved, then talk to the DM one on one. What this NPC is doing is taking control of the story and making it all about them, rather than the party. This is anathema to roleplaying, because players want to star in their own story rather than watch one unfold between them. And when ...


0

I ran several games (Shadowrun, Cyberpunk, D&D, Rolemaster... and of course, Ars Magica) where there was a main character per player. If the player could not make the session, the character would be played by another player who would control two characters. Clearly, the so-called "zombie" character would take a step back but still be there. This ...


0

No. Now I don't have an issue with substitute players playing different characters, if there is a reasonable way to fit them in. Or maybe even semi-reasonable (Hal Jordan. Another time shift. I'm up to speed, carry on.). But they should not be playing another person's character. You can't run the risk of a sub getting someone else's character killed. ...


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 ...


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 ...


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 ...


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 ...


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 ...


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: ...


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 ...


-2

Contrary to other answers, I would not advice to talk out of universe unless other ways prove useless. By "other ways" I mean: Companions Once I gave a kobold companion to the party. He surrendered fast and offered himself to help. I used him to give them "tips" to pass a dungeon full of traps and puzzles. Example: "Maybe you could make a deal with those ...


-2

Make it a skill check. A middling-difficulty skill check that lets you tell them almost point-blank that they're making a mistake. For example, if they succeed then one character notices that the content of the infernal's last insult implies that he knows something important. Because there was a skill check involved, your players may be more inclined to ...


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 ...


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 ...


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 ...


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 ...



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