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Wandering Adventure Party

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  3. A DM's Bioshock Goon - Not what you think

A DM's Bioshock Goon - Not what you think

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    stamets@lemmy.dbzer0.com
    wrote on last edited by
    #1
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    • S stamets@lemmy.dbzer0.com
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      bestboyfriendintheworld@sh.itjust.works
      wrote on last edited by
      #2

      Some GMs love to play against the players, instead of recognizing he’s there to support them.

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      • S stamets@lemmy.dbzer0.com
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        MHLoppy
        wrote on last edited by
        #3

        Thanks for sharing your gooning advice on how to raise tension and make things feel better /s

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          unexposedhazard@discuss.tchncs.de
          wrote on last edited by
          #4

          You could go about it in a more subtle way too. Like a good while earlier having a traumatized NPC tell them about how X uses certain types of plants or something to disguise traps. Then when they get to the area just tell them about the flora there and see if they remembered it. If they forgot, then getting surprise trapped is not unfair imo.

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            slartybartfast@sh.itjust.works
            wrote on last edited by
            #5

            Yo is that the Daedric prince of funny stuff, Herman Moira??

            T 1 Reply Last reply
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              stamets@lemmy.dbzer0.com
              wrote on last edited by
              #6

              From one pro to another, I got you bro

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              • S slartybartfast@sh.itjust.works

                Yo is that the Daedric prince of funny stuff, Herman Moira??

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                Tar_Alcaran
                wrote on last edited by
                #7

                With his magic stick, Wobbufet

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                • S stamets@lemmy.dbzer0.com
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                  infynis@midwest.social
                  wrote on last edited by infynis@midwest.social
                  #8

                  I prefer to use the Worf Effect

                  M 1 Reply Last reply
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                  • infynis@midwest.socialI infynis@midwest.social

                    I prefer to use the Worf Effect

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                    mnemonicmonkeys@sh.itjust.works
                    wrote on last edited by
                    #9

                    I personally hate it based on how it’s done in media. All too often a show or game (looking at you, Halo: Infinite) where some nobody comes out of left field and beats down the badass protagonist off screen.

                    You don’t pull some random nobody from left field after all this investment the story puts into the protagonist. There needs to be some development for the new villain, or the “badassery” of them is unearned.

                    And that fight needs to be on screen. Otherwise it looks like the writer is just a hack that can’t actually imagine a plausible fight where the protagonist loses.

                    infynis@midwest.socialI 1 Reply Last reply
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                      jjjalljs@ttrpg.network
                      wrote on last edited by
                      #10

                      Foreshadowing is a pretty effective tool, yeah.

                      Ideally when the thing happens, whatever it is, the players go “oh that makes sense.”

                      V 1 Reply Last reply
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                      • S stamets@lemmy.dbzer0.com
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                        Evilsandwichman [none/use name]
                        wrote on last edited by
                        #11

                        I’ll paint a scenario and then you tell me what your action would be:

                        You come across a corridor, there’s a villain pulling a dead body off the wall; his face had been pushed into an indentation in the shape of a human face; the eyes of the indentation are holes allowing you to see into another room, although it is dark and what lays beyond isn’t immediately visible. In the hall before the face indentation are dead bodies; their eyes, along with the eyes of the body pulled from the wall, are smoking craters. When you near the indentation, you are struck by fear and it slows your movement.

                        What do you do?

                        ::: spoiler spoiler My players were like “I stick my face in the indentation and look inside”; there was a bodak in the other room and the guards were using this place as an execution chamber. :::

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                          undertow411@lemmy.zip
                          wrote on last edited by
                          #12

                          And then there’s silksong

                          1 Reply Last reply
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                            squaresinger@lemmy.world
                            wrote on last edited by
                            #13

                            When the party enters the room and you describe what they see, just casually say “You don’t see any traps”.

                            That’s usually enough.

                            I once ran a Dread campaign where the players were a group of tourists on a tour through a stalactite cavern. When they reached the deepest point of the tour, they heard an explosion from the entrance and the lights went out. As soon as the lights were out, someone (a disgruntled former employee of the stalactite cavern tour company) killed the tour guide with a crossbow.

                            The players then had to make their way through the long-abandoned and partially flooded other exit of the cavern.

                            I gave the killer a heavy, wheezing cough, so any time they spent too long discussing things, I would just cough. That was enough to bring the tension way up again.

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                              festnt@sh.itjust.works
                              wrote on last edited by
                              #14

                              i’ll be honest, if your players get randomly killed because of a trap, the trap might just be too strong and should do less damage

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                              • S stamets@lemmy.dbzer0.com
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                                bigbananadealer@lemmy.world
                                wrote on last edited by
                                #15

                                with the groups ive played with, they’ll nose dive face first into a trap just to see what happens. and thats only because my turn wasnt first 😂

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                                • J jjjalljs@ttrpg.network

                                  Foreshadowing is a pretty effective tool, yeah.

                                  Ideally when the thing happens, whatever it is, the players go “oh that makes sense.”

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                                  vzqq@lemmy.blahaj.zone
                                  wrote on last edited by
                                  #16

                                  It’s not just about fairness. It’s about narrative structure. Set-up and pay-off.

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                                    geodad@lemmy.world
                                    wrote on last edited by
                                    #17

                                    When I hear “Bioshock goon”, my brain defaults to set them on fire and shock the water when they jump in to put themselves out.

                                    B G 𝕱𝖎𝖗𝖊𝖜𝖎𝖙𝖈𝖍W 3 Replies Last reply
                                    5
                                    • M mnemonicmonkeys@sh.itjust.works

                                      I personally hate it based on how it’s done in media. All too often a show or game (looking at you, Halo: Infinite) where some nobody comes out of left field and beats down the badass protagonist off screen.

                                      You don’t pull some random nobody from left field after all this investment the story puts into the protagonist. There needs to be some development for the new villain, or the “badassery” of them is unearned.

                                      And that fight needs to be on screen. Otherwise it looks like the writer is just a hack that can’t actually imagine a plausible fight where the protagonist loses.

                                      infynis@midwest.socialI This user is from outside of this forum
                                      infynis@midwest.socialI This user is from outside of this forum
                                      infynis@midwest.social
                                      wrote on last edited by
                                      #18

                                      The Worf Effect is specifically when it’s established on screen

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                                      0
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                                        sam_bass@lemmy.world
                                        wrote on last edited by sam_bass@lemmy.world
                                        #19

                                        That looks suspiciously like Sheogorath

                                        D 1 Reply Last reply
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                                        • G geodad@lemmy.world

                                          When I hear “Bioshock goon”, my brain defaults to set them on fire and shock the water when they jump in to put themselves out.

                                          B This user is from outside of this forum
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                                          burgermeister@sh.itjust.works
                                          wrote on last edited by
                                          #20

                                          Craziest goon sesh I’ve ever heard of

                                          1 Reply Last reply
                                          3

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