this post was submitted on 04 Sep 2024
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[–] timgrant@ttrpg.network 6 points 3 months ago (1 children)

You can be the first type, and some players will still see you as the second.

Like, they attack the king's castle for no reason and are upset the guards don't lie down and die, then refuse to surrender when things are entirely hopeless and they're offered mercy. Such a mean DM!

[–] CodexArcanum@lemmy.world 3 points 3 months ago (1 children)

I'm a big fan of the "wisdom " check before players do something that seems, to me, completely stupid. Like, hey, before you set out to storm the castle, roll your highest knowledge skill.

Tactics, architecture, history, etc, all good. But any success on any skill (or even, literally, Wisdom if nothing else) gets you a little hint that this is a terrible idea.

"OK well, as a Baker, you understand that the huge wagon pulling 500 loaves of bread into the castle means there must be an enormous amount of guards. Since you got a natural 20 on your Cooking check, you can estimate the number precisely to around 150. Even if they weild the baguettes as weapons, you are certain they will defeat you."

And then, most parties I've played with will then begin formulating their plan to sneak in on the bread wagon, which is a much funnier story. Or they'll complain that they meant the druid should cause a storm to distract the guards or something like that. It's kind of amazing how often these bad plans arise from a miscommunication.

[–] timgrant@ttrpg.network 2 points 3 months ago

Oh, I don't let the fickle dice tell me when to give a hint or twenty. Nat 1's come aplenty when you gate-keep crucial information on a die roll.

Only thing that worked was jettisoning the players who torpedoed campaigns for whatever reason.