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

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

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rpgmemes
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  • C [email protected]

    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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    wrote last edited by
    #11

    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!

    D 1 Reply Last reply
    8
    • B [email protected]

      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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      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.

      D 1 Reply Last reply
      11
      • B [email protected]

        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
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        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.

        kichae@wanderingadventure.partyK 1 Reply Last reply
        53
        • B [email protected]

          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!

          D This user is from outside of this forum
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          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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          • ? Guest
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            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.

            dmmacniel@feddit.orgD pixeltree@lemmy.blahaj.zoneP S 3 Replies Last reply
            13
            • ? Guest
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              icastfist@programming.devI This user is from outside of this forum
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              wrote last edited by
              #16

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

              J 1 Reply Last reply
              47
              • B [email protected]

                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
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                wrote last edited by
                #17

                "You can certainly try"

                1 Reply Last reply
                10
                • D [email protected]

                  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
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                  wrote last edited by [email protected]
                  #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
                  11
                  • ? Guest
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                    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
                    71
                    • icastfist@programming.devI [email protected]

                      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
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                      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
                      27
                      • J [email protected]

                        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.

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                        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
                        13
                        • M [email protected]

                          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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                          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.

                          i_love_fft@jlai.luI dfyx@lemmy.helios42.deD 2 Replies Last reply
                          15
                          • D [email protected]

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

                            dmmacniel@feddit.orgD This user is from outside of this forum
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                            wrote last edited by [email protected]
                            #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
                            12
                            • D [email protected]

                              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
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                              wrote last edited by
                              #24

                              How is this in any way railroading?

                              zoomboingding@lemmy.worldZ 1 Reply Last reply
                              5
                              • G [email protected]

                                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
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                                wrote last edited by
                                #25

                                the real crown was the XP we collected along the way

                                goldholz@lemmy.blahaj.zoneG 1 Reply Last reply
                                17
                                • C [email protected]

                                  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

                                  K This user is from outside of this forum
                                  K This user is from outside of this forum
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                                  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.

                                  1 Reply Last reply
                                  3
                                  • pixeltree@lemmy.blahaj.zoneP [email protected]

                                    How is this in any way railroading?

                                    zoomboingding@lemmy.worldZ This user is from outside of this forum
                                    zoomboingding@lemmy.worldZ This user is from outside of this forum
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                                    wrote last edited by
                                    #27

                                    The DM determined that A) the players would find this crown, B) they would not clean it when they found it, and C) it would get cleaned at some point the DM decides later, whether the players wanted it to or not. Good for a book, bad for D&D.

                                    pixeltree@lemmy.blahaj.zoneP 1 Reply Last reply
                                    0
                                    • S [email protected]

                                      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.

                                      kichae@wanderingadventure.partyK This user is from outside of this forum
                                      kichae@wanderingadventure.partyK This user is from outside of this forum
                                      [email protected]
                                      wrote last edited by
                                      #28

                                      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
                                      16
                                      • H [email protected]

                                        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.

                                        D This user is from outside of this forum
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                                        wrote last edited by [email protected]
                                        #29

                                        IMO this is kinda one of the problems with DnD 5e, at least if you want to do certain kinds of stories.

                                        The players just have so many tools at their disposal to do anything and everything that its hard to put them into a challenging situation that:

                                        A) Doesn't involve combat

                                        and

                                        B) Isn't a completely artificial-feeling scenario that's been engineered specifically to negate all of the "I don't have to care about this" buttons that players have on their sheets.

                                        1 Reply Last reply
                                        4
                                        • D [email protected]

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

                                          S This user is from outside of this forum
                                          S This user is from outside of this forum
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                                          wrote last edited by
                                          #30

                                          I hate this take a lot, I'm gonna be honest. I don't care if his game is so on rails that it's set on the fucking orient express. As long as the players are having fun with the game, and the GM is having fun with the game.. that's a good GM.

                                          goldholz@lemmy.blahaj.zoneG 1 Reply Last reply
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