or your players

  • yamanii@lemmy.world
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    3 months ago

    Wow, what a nostalgia gut punch, I watched this when I was in the last years of school I think. It’s extremely funny for fans of JRPGs.

  • jjjalljs@ttrpg.network
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    3 months ago

    I have a somewhat bad memory of playing DND as like a 13 year old. We were a mess. There was a cliff, a waterfall, and rope. Someone tied rope around himself and wanted to go down. There was a lot of cross talk and the guy with the rope around said he was going down.

    The DM was like “no one is holding the other end of the rope”

    “What?”

    One by one they went through what everyone else had said they were doing. Searching the cave rocks for secrets. Keeping watch at entrance. Fighting over who got the magic stick. Etc.

    Player went over the cliff.

    It was decided that the character would wash up downstream with 0 HP and would live, so long as we could get to him in a reasonable time. Lessons were learned, sort of.

    • explodicle@sh.itjust.works
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      3 months ago

      I try to avoid “gotcha” DMing. It’s frustrating for players to focus on what feels like an unimportant detail. If the players are wrong about what’s unimportant, then give their characters a wisdom save to notice.

      I can easily imagine what a stronger person would be able to lift. But I can’t easily imagine what a wiser person would remember to check.

      • Cethin@lemmy.zip
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        3 months ago

        Yeah, if you were actually in this situation, that isn’t something you’d just forget, unless your intelligence is extremely low (low enough that you probably wouldn’t have the idea to use the rope in the first place). This is bad DMing. They should have said something like: “You’re aware no one is holding the rope. Are you sure?” If that’s actually what they wanted to do, they can do it. If not, they are now aware.

      • itslilith@lemmy.blahaj.zone
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        3 months ago

        GM like the characters have basic common sense, unless the players say otherwise. Stupidity should be initiated by the players, not forced by the GM willfully misinterpreting players’ words.