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Wandering Adventure Party

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  3. I...uh....wait...ummm...hold on....wait...

I...uh....wait...ummm...hold on....wait...

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  • B bleatingzombie@lemmy.world

    I'm extremely naive when it comes to tabletop RPGs

    Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock

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    hypnicjerk@lemmy.world
    wrote last edited by
    #12

    there's two answers to this question, one is mechanical and one is social. you as the DM can tell the players no not now, and they can't do anything about it, but that doesn't mean they won't try to do something about it, which depending on the group could be an issue.

    so in this scenario a good DM could whip up some misdirection, for example set up a traveling artificer who just passed through town a couple weeks back and who the players could track down as a lead - conveniently in the direction of the main quest objective.

    this is hard to do on the spot.

    1 Reply Last reply
    6
    • B bleatingzombie@lemmy.world

      I'm extremely naive when it comes to tabletop RPGs

      Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock

      S This user is from outside of this forum
      S This user is from outside of this forum
      sbv@sh.itjust.works
      wrote last edited by
      #13

      We don't do that here. The GM provides the model of physics the players accept and expect. If the GM just says "nah" when stuff is inconvenient, players don't know what to expect, and the world becomes inconsistent.

      A big part of the GM's fun in TTRPGs is improving off that. Players always ruin my plans, but that's part of the game.

      KichaeK 1 Reply Last reply
      19
      • B bleatingzombie@lemmy.world

        That makes sense! I've always wanted to run a campaign (even though I've never really played) so I try to take guidance from stories like these

        Thank you!

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        don_alforno@feddit.org
        wrote last edited by
        #14

        You could also just have it work and go with whatever follows from it though.

        I believe you should have a plot prepared but you also shouldn't be afraid to adapt it if the players do something unexpected. It's more work, but in my experience players can usually smell when you're just trying to block them. And they will derive fun from having found out your plans early (which is totally ok to tell them).

        S 1 Reply Last reply
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        • StametsS Stamets
          This post did not contain any content.
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          denjin@lemmings.world
          wrote last edited by
          #15

          If you've railroaded your campaign that much you're a bad GM. It's not your story, it's your players story.

          macnielD pixeltree@lemmy.blahaj.zoneP 2 Replies Last reply
          10
          • StametsS Stamets
            This post did not contain any content.
            I Cast FistI This user is from outside of this forum
            I Cast FistI This user is from outside of this forum
            I Cast Fist
            wrote last edited by
            #16

            Having your complex plot get fast forwarded because of a cantrip, priceless 😆😆😆😆😆

            J 1 Reply Last reply
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            • B bleatingzombie@lemmy.world

              I'm extremely naive when it comes to tabletop RPGs

              Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock

              T This user is from outside of this forum
              T This user is from outside of this forum
              themeatbridge
              wrote last edited by
              #17

              "You can certainly try"

              1 Reply Last reply
              6
              • D don_alforno@feddit.org

                You could also just have it work and go with whatever follows from it though.

                I believe you should have a plot prepared but you also shouldn't be afraid to adapt it if the players do something unexpected. It's more work, but in my experience players can usually smell when you're just trying to block them. And they will derive fun from having found out your plans early (which is totally ok to tell them).

                S This user is from outside of this forum
                S This user is from outside of this forum
                solorion@sh.itjust.works
                wrote last edited by solorion@sh.itjust.works
                #18

                Ime, players are entirely willing to accept an extremely short session just so I can prep and set back up after they throw me a massive curveball. If you're capable of doing it on the fly, that's great, but I'm not and my players usually understand.

                Had a twelve minute session once because I forgot I gave the party a foldable boat like three months ago on a whim, and they used it to skip the next ~3 sessions of content. I had an entire thing setup where they'd help a dwarfhold hunt a dragon, and had started on some city-based intrigue in the next area.

                I just leveled with them that I had not even slightly expected this session to go this way and had nothing prepped so we'd stop early and pick it up next time.

                1 Reply Last reply
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                • StametsS Stamets
                  This post did not contain any content.
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                  grue@lemmy.world
                  wrote last edited by
                  #19

                  The crown completely disintegrates, as it was rust all the way through

                  Sorry, Mario, the real crown is in another dungeon.

                  S 1 Reply Last reply
                  19
                  • I Cast FistI I Cast Fist

                    Having your complex plot get fast forwarded because of a cantrip, priceless 😆😆😆😆😆

                    J This user is from outside of this forum
                    J This user is from outside of this forum
                    jesus_666@lemmy.world
                    wrote last edited by
                    #20

                    I once fast-forwarded a complex plot through a GM-sanctioned bit of fluff.

                    The party had been invited by their uncle who turned out to be recently murdered when they arrived. Of course they investigated. At one point I had my character wrote a letter to the rest of the family to inform them of what was going on. I actually produced the letter as a handout. Since I had no idea about the date I asked the GM and he told me to pick anything in summer.

                    The GM s happy with the handout and it was deemed canonical.

                    A few sessions later he noticed that I had picked something ahead the end of the summer and the bad guys' plot was about to kick off at a specific date right after summer ends. So suddenly the adventure went from "careful slow-burn investigation" to "mad rush to the location of the finale".

                    Oops.

                    M 1 Reply Last reply
                    6
                    • J jesus_666@lemmy.world

                      I once fast-forwarded a complex plot through a GM-sanctioned bit of fluff.

                      The party had been invited by their uncle who turned out to be recently murdered when they arrived. Of course they investigated. At one point I had my character wrote a letter to the rest of the family to inform them of what was going on. I actually produced the letter as a handout. Since I had no idea about the date I asked the GM and he told me to pick anything in summer.

                      The GM s happy with the handout and it was deemed canonical.

                      A few sessions later he noticed that I had picked something ahead the end of the summer and the bad guys' plot was about to kick off at a specific date right after summer ends. So suddenly the adventure went from "careful slow-burn investigation" to "mad rush to the location of the finale".

                      Oops.

                      M This user is from outside of this forum
                      M This user is from outside of this forum
                      mesophar@pawb.social
                      wrote last edited by
                      #21

                      Couldn't they have gone the other route and made the villain's plans a year later? But sounds like it was a lot of fun the way it was run!

                      J 1 Reply Last reply
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                      • M mesophar@pawb.social

                        Couldn't they have gone the other route and made the villain's plans a year later? But sounds like it was a lot of fun the way it was run!

                        J This user is from outside of this forum
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                        jesus_666@lemmy.world
                        wrote last edited by
                        #22

                        The idea was to have some kind of urgency but only once the players were far enough to understand the basics of what was going on. To that end, the date was supposed to be vague so that the GM was free to say "you figured out that the ritual will happen right after summer ends – which is in less than a week".

                        Then he forgot that the timeframe was vague when I wrote the letter and told me to pick a date.

                        Unfortunately, this cut out a side plot where our party would've hired another party to hunt down some artifact. That artifact retroactively got downgraded to a red herring for time reasons.

                        On the other hand, we got an absolutely precious scene where the one party member who wasn't magic-affine and didn't want to be involved with any supernatural stuff had to ride an unnaturally fast six-legged half-demon horse in order to catch up with the bad guys.

                        Also, it cut down on all the "three wizards and a vintner have breakfast and discuss the state of the investigation" episodes. We had a lot of those.

                        1 Reply Last reply
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                        • D denjin@lemmings.world

                          If you've railroaded your campaign that much you're a bad GM. It's not your story, it's your players story.

                          macnielD This user is from outside of this forum
                          macnielD This user is from outside of this forum
                          macniel
                          wrote last edited by dmmacniel@feddit.org
                          #23

                          Rollercoaster are fun yet have rails.

                          Are you even a GM to allow yourself such snap judgment? But for you know, we GM/DMs are not your employees RPGs are a group collaboration.

                          1 Reply Last reply
                          1
                          • D denjin@lemmings.world

                            If you've railroaded your campaign that much you're a bad GM. It's not your story, it's your players story.

                            pixeltree@lemmy.blahaj.zoneP This user is from outside of this forum
                            pixeltree@lemmy.blahaj.zoneP This user is from outside of this forum
                            pixeltree@lemmy.blahaj.zone
                            wrote last edited by
                            #24

                            How is this in any way railroading?

                            1 Reply Last reply
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                            • G grue@lemmy.world

                              The crown completely disintegrates, as it was rust all the way through

                              Sorry, Mario, the real crown is in another dungeon.

                              S This user is from outside of this forum
                              S This user is from outside of this forum
                              SkaveRat
                              wrote last edited by
                              #25

                              the real crown was the XP we collected along the way

                              1 Reply Last reply
                              1
                              • C cenotaph@mander.xyz

                                Really, what the DM says goes. So if you want to be boring you can just say it doesn't work for some reason. The answer above re: pivoting to it being a powerful illusion spell or something so there is a reason the spell didn't work is a lot more compelling and interesting imo

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                                kichae@lemmy.ca
                                wrote last edited by
                                #26

                                Retconing things to protect muh precious twists is not compelling, though, it's just base metagaming. The unwavering plot is the GM equivalent of the 8 page main character syndrome PC backstory. If I found out my GM was doing that, they wouldn't be my GM anymore.

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                                • S sbv@sh.itjust.works

                                  We don't do that here. The GM provides the model of physics the players accept and expect. If the GM just says "nah" when stuff is inconvenient, players don't know what to expect, and the world becomes inconsistent.

                                  A big part of the GM's fun in TTRPGs is improving off that. Players always ruin my plans, but that's part of the game.

                                  KichaeK Online
                                  KichaeK Online
                                  Kichae
                                  Forum Master
                                  wrote last edited by
                                  #27

                                  Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying "nah" is the other side of the player showing up with a homebrew bullshit build.

                                  I get a lot of pushback from the Pathfinder 2e subreddit for promoting the idea that the system is really great for character-driven, fiction-first tables, because everyone just looks at the number of rules and goes "it's so obviously a gameist system, why would you ever try to run it as anything else?", and the answer is it's a fantastic physics system. The rules provide clarity and consistency where it's really useful or important, and are easily ignorable where it doesn't matter.

                                  C S 2 Replies Last reply
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                                  • KichaeK Kichae

                                    Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying "nah" is the other side of the player showing up with a homebrew bullshit build.

                                    I get a lot of pushback from the Pathfinder 2e subreddit for promoting the idea that the system is really great for character-driven, fiction-first tables, because everyone just looks at the number of rules and goes "it's so obviously a gameist system, why would you ever try to run it as anything else?", and the answer is it's a fantastic physics system. The rules provide clarity and consistency where it's really useful or important, and are easily ignorable where it doesn't matter.

                                    C This user is from outside of this forum
                                    C This user is from outside of this forum
                                    Cethin
                                    wrote last edited by
                                    #28

                                    Yep, the problem with 5e is all the bullshit exceptions to the rules you have to deal with. My biggest most obvious issue every player deals with is bonus actions. They were never playtested and added really late to 5e, and it shows. It's something like: you can use a bonus action for any action that says it can be used as a bonus action, except you can't cast a spell with it if you've already cast a spell this turn... except for some spells sometimes. The P2e method of everything just costing a set amount of action points, and if you have enough you can always do it, is so much better for players and DMs. It's just consistent and you know what to expect.

                                    There's still plenty of room for the DM, but the rules can always be trusted.

                                    1 Reply Last reply
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                                    • KichaeK Kichae

                                      Yes, exactly. Consistency is important, because it builds and reinforces trust. The GM just saying "nah" is the other side of the player showing up with a homebrew bullshit build.

                                      I get a lot of pushback from the Pathfinder 2e subreddit for promoting the idea that the system is really great for character-driven, fiction-first tables, because everyone just looks at the number of rules and goes "it's so obviously a gameist system, why would you ever try to run it as anything else?", and the answer is it's a fantastic physics system. The rules provide clarity and consistency where it's really useful or important, and are easily ignorable where it doesn't matter.

                                      S This user is from outside of this forum
                                      S This user is from outside of this forum
                                      sbv@sh.itjust.works
                                      wrote last edited by
                                      #29

                                      I haven't played Pathfinder. Next time I pick up epic fantasy, I think I'd like to give it a shot.

                                      KichaeK 1 Reply Last reply
                                      0
                                      • S sbv@sh.itjust.works

                                        I haven't played Pathfinder. Next time I pick up epic fantasy, I think I'd like to give it a shot.

                                        KichaeK Online
                                        KichaeK Online
                                        Kichae
                                        Forum Master
                                        wrote last edited by
                                        #30

                                        You've triggered my trap card. I'm going to do the special interest info-dump now. Apologies in advance.

                                        It's good. It's written a little weird -- it uses inheritance, like computer programming, which can be a little more difficult to wrap you head around than it needs to be if you're not at least a little familiar with coding, and it's written as if it's doing everything possible to shut down rules lawyers, so whatever doesn't read like API documentation reads a bit like legalese -- but the actual system is nice.

                                        It's highly balanced, which is an awful word that its fanbase doesn't seem to understand, but it means that it totally shuts down winning in character creation, and shifts the power game to one of tactics rather than build. The result is that much of the discussion about the game treats it as if it's exclusively a tactical combat game (because most discussing the game are crypto-power-gamers), rather than a fantasy RPG, and the most enthusiastic players push back hard against any kind of reframing. But it has a ton of support fo roleplay focused tables, and it pares down easily for casual tables.

                                        Plus, you know, it's free! And it's fairly easy to convert from 3.x/PF1, meaning that there's a whole generation of content out there for it beyond first party offerings, for just a little more effort than standard prep.

                                        S C 2 Replies Last reply
                                        0
                                        • KichaeK Kichae

                                          You've triggered my trap card. I'm going to do the special interest info-dump now. Apologies in advance.

                                          It's good. It's written a little weird -- it uses inheritance, like computer programming, which can be a little more difficult to wrap you head around than it needs to be if you're not at least a little familiar with coding, and it's written as if it's doing everything possible to shut down rules lawyers, so whatever doesn't read like API documentation reads a bit like legalese -- but the actual system is nice.

                                          It's highly balanced, which is an awful word that its fanbase doesn't seem to understand, but it means that it totally shuts down winning in character creation, and shifts the power game to one of tactics rather than build. The result is that much of the discussion about the game treats it as if it's exclusively a tactical combat game (because most discussing the game are crypto-power-gamers), rather than a fantasy RPG, and the most enthusiastic players push back hard against any kind of reframing. But it has a ton of support fo roleplay focused tables, and it pares down easily for casual tables.

                                          Plus, you know, it's free! And it's fairly easy to convert from 3.x/PF1, meaning that there's a whole generation of content out there for it beyond first party offerings, for just a little more effort than standard prep.

                                          S This user is from outside of this forum
                                          S This user is from outside of this forum
                                          sbv@sh.itjust.works
                                          wrote last edited by
                                          #31

                                          Neat! I'll have to take a look sometime. Thanks for the explainer.

                                          I GM a fair bit, so the idea of a healthy collection of modules is compelling.

                                          1 Reply Last reply
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