All manner of scifi/fantasy/nerdness: RPGs, comic books, Firefly, RPGs, Community, Buffy the Vampire Slayer, RPGs, Avengers, Doctor Who, And RPGs. And comic books. And RPGS. Not a "fandom" blog, unless D&D alignments count as a fandom.
Aragorn’s arrows affected the attackers.
The effect of Eowyn’s effeminate essence was the execution of evil.
Affect is a verb.
Effect is a noun.
Maybe I’ll finally be able to remember which one is which now.
Okay, so that title is intentionally inflammatory and sensationalized. I just got a note from a dear, sweet follower who is really distressed because her character is having a really hard time in her current campaign. This isn’t the first time I’ve seen or heard of something like this happening. It’s actually happened to me several times quite recently in the past few months. Sometimes the GM makes it close to impossible, to play the character you want to. Sometimes you have a really clear picture of a character concept that you very much care about, but it just isn’t working in the GM’s world. So maybe this is a good time to tell some stories and offer some advice.
So apparently someone had already done that “Hasbro acquires Paizo” gag before. I had no idea, but I’ve got no problem giving credit to where credit is due. I just don’t want anyone thinking I’m ripping off somebody else’s work. RPGGeek did a gag along the exact same lines last year.
Anybody seen any other good d&d-related April’s Fools pranks?
Anyo ther DM/GM’s out there feel like they have to be the bad guy a little more often than they like? You hear your players talking about all kinds of cool ideas, and things they want to do, that you just know will break whatever it is that you’re trying to set up.
Your players come up to you asking if they can do something awesome, and you have to tell them no. Maybe it’s not entirely within the rules, or maybe it’s a stretch, or they don’t have the gold for it, so on, so forth. There’s got some reason within the game it doesn’t work.
I feel like I’d love to be more fun about it sometimes, but that that would impede the proper progress/direction of what we were doing.
Anyway, rant over~ Just wanted to see what you guys thought.
I don’t know, maybe my players would respond differently than I would. I usually want to know what they or their characters would like to do, so I can incorporate it into the game. It’s a whole lot easier for me to find out what motivates them and use it as part of the campaign, rather than me try to force them to be interested in whatever idea I like.
Usually I have a conversation with those players about exactly how we can use whatever idea they come up with. I don’t say “no” very often. More often, I say something along the lines of “Okay, well you want the Power of Amazing Awesome? Alright, well here’s how we can do it… that seems like something NPC X would know how to obtain, but he’s not going to tell you about it unless you complete the Long and Complicated Task. Are you willing to lose track of Bad Guy You’re Currently Hunting? If they say “yes,” then they’re welcome to go off on that tangent… but guess who discovered that item first? That Bad Guy they stopped chasing down. So that thing they want is an integral part of the storyline and their own personal motivations make them MORE interested in the storyline I expected them to be interested in.
A more specific example from my Star Wars game: my players have their main cargo ship that they use to go on various adventures, a YT-2400 named The Rogaine’s Fury. They’ve been requesting additional ship(s) for a while. It makes sense, especially for 10th level characters: they don’t want to constantly be fighting bad guys from their living room, they don’t want to risk life, limb, and all accumulated items & allies whenever their is a firefight, and they also are interested in ship crafting/building, which is hard to do when you’re in hyperspace.
So my players wanted another ship, to the point that they were getting distracted from the main plot by spending all their accumulated money on turbo-charged Starfighters of Infinite AwesomeSauce. Some were entirely uninterested in chasing down “Missing Bad Guy and Clue to Underlying Conspiracy,” preferring to spend their time getting overpowered weapons.
So I built a broken-down Starship that sucked them in with a giant tractor-beam they’re currently stranded on it. After several days (in-game, IRL 3 sessions) of exploring it, they realized that this was much more versatile than their overpowered flying death-rays. It’s really busted up and not ready for combat right now, but they can look for items and capabilities to modify it so that becomes even more awesome later down the road (when it’s level appropriate).
It also contains some major hints about the bad guy they were chasing down. Why? How? They got the thing they were wanting (a separate ship to protect things while they’re in space combat, ability to build and modify ships on their own), but it serves to reenforce & support my main plotline.
Wow this post is really long and boring and I’m sorry.
tl;dr: I can totally relate to players wanting ridiculously over-powered items & abilities. But rather than saying “no,” let those things be the carrot on the stick. Give them watered-down or advanceable versions of those things, but most importantly use those things that they want to further fuel & guide your story.
Rule 1: Always post the rules
Rule 2: Answer the questions the person who tagged you asked and write 11 new ones.
Rule 3: Tag 11 people and link them to the post.
Rule 4: Actually tell people you’ve tagged them.
- What is one character or work that you think is greatly misunderstood or under-appreciated?
- Do you have any hobbies?
- What is your favorite childhood memory?
- Who would you most like to spend a day with? (can be real, fictional, alive or dead)
- If you could travel anywhere in space and time where would you visit?
- Who is your favorite hero character? (superhero, main character, action movie star, whatever)
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- Cake or pie?
- Speak any other languages?