altcunningham
Laura Rings Enthusiast
Oh that would be a cool house rule. I like that. Still give a penalty and a lesson.
That is definitely a bummer that will have to be rectified at some point.(I've also had the very real realization that I have been running D&D my whole life and I will never actually be a player in the kind of game I like to run. )
Absolutely. It's trite to say, but at that point, you're writing a novel. It's collaborative storytelling, not a scripted scene.I think I'm slightly irked by it just because I live and die by the rules of don't put your players in a situation where they have no choice but to comply with one outcome, and don't put a fight in front of the players you don't want them to engage in.
Man, what a heartbreaking thing to read.(I've also had the very real realization that I have been running D&D my whole life and I will never actually be a player in the kind of game I like to run. )
You and half of my players. BioWare taught me to try and talk my way out of everything, even encounters with aberrations or monstrosities.But there's basically no universe where a DM says 'the brigands are shaking you down' that wouldn't result in me being like 'I have quick draw so I can initiate a surprise round and attack the brigand closest to me as long as they're within five feet, and also I've already rolled my attack and my damage and I'm pretty sure the brigand is dead because it was a crit with a greatsword.'
Yeah, I think I was mostly frustrated because I got highest initiative and I set my other party members up to decide on violence or not - I walked up to the first brigand, prepped a smite, and held an action that said if they try to hurt any one of us I drop the hammer on this brigand's skull, and that was when the DM backpedaled and said "you know there's no way to win this." It's six mooks with clubs and crossbows. That screams "random encounter," not "TPK." I was actually setting it up to end the fight early, too. "See your spokesman? Want to also be pizza? No? Okay go away little brigands." Totally removed all agency not just from me but from the rest of the party to decide if they wanted to resolve through violence or not.That is definitely a bummer that will have to be rectified at some point.
And yeah, man. I try to be pretty aware of what the DM is trying to do so that I'm an actor in the play rather than an obstacle for the DM to deal with. But there's basically no universe where a DM says 'the brigands are shaking you down' that wouldn't result in me being like 'I have quick draw so I can initiate a surprise round and attack the brigand closest to me as long as they're within five feet, and also I've already rolled my attack and my damage and I'm pretty sure the brigand is dead because it was a crit with a greatsword.' The DM wouldn't even have time to be like 'oh actually...'
I find the less I prep the more ready I am for the party to anything they want, and so I don't feel beholden to a script. I usually start each session with a goal and a problem, and you might get to both, or might not, and that's okay.Absolutely. It's trite to say, but at that point, you're writing a novel. It's collaborative storytelling, not a scripted scene.
When I prep, I anticipate how I want my players to react and how I expect them to react, but I don't box them in. Another highlight from my last campaign was finally throwing a dragon at my players. I wanted them to fight and expected them to flee. Instead, they talked their way out of the situation and got a ride from the dragon to the nearest city. As a result, I wound up improving a sexual relationship between the dragon and one of my PC's ancestors. That wouldn't have happened if I had said, "Your attempts to coerce the dragon fail. Roll for initiative." That's not a bad option, but it is a bad option if you always force them to do what you want.
Man, what a heartbreaking thing to read.
If you guys are enjoying the AT group as much as I am, we'll have to try to remedy that. I'm up to DM, and it sounds like Jake is, too. I wouldn't say I run a game identical to yours, but I hope it's close enough that you could have fun.
You and half of my players. BioWare taught me to try and talk my way out of everything, even encounters with aberrations or monstrosities.
How did you improve it? More foreplay or just aftercare?, I wound up improving a sexual relationship between the dragon and one of my PC's ancestors
I've tried to learn that. While I prefer that style of game, I also have deep ingrained behaviours from years of 'regular D&D,' where it's all about just killing anything in front of you that's opposed to your alignment. While the more thematic/cinematic play-more-than-roll games were always my favorites, those experiences are dwarfed by the amount of 'go in the dungeon, re-kill the skeletons' games.You and half of my players. BioWare taught me to try and talk my way out of everything, even encounters with aberrations or monstrosities.
Yeah, I think I was mostly frustrated because I got highest initiative and I set my other party members up to decide on violence or not - I walked up to the first brigand, prepped a smite, and held an action that said if they try to hurt any one of us I drop the hammer on this brigand's skull, and that was when the DM backpedaled and said "you know there's no way to win this." It's six mooks with clubs and crossbows. That screams "random encounter," not "TPK." I was actually setting it up to end the fight early, too. "See your spokesman? Want to also be pizza? No? Okay go away little brigands." Totally removed all agency not just from me but from the rest of the party to decide if they wanted to resolve through violence or not.
I am so the opposite. I ran games a fair bit when my work/life/hobby balance was very different. I actually am not a natural when it comes to improvising worlds and multiple characters. I can improv a single character I created, right down to affectations and vernacular. But ask me to come up with a town description on the fly or create a character I hadn't planned right in front of you and my anxiety kicks in and I lock up.I find the less I prep the more ready I am for the party to anything they want, and so I don't feel beholden to a script. I usually start each session with a goal and a problem, and you might get to both, or might not, and that's okay.
Hey, I never said I had any skill.but if someone else is running it they have incredible skill and enthusiasm and show up 100% ready, which I love to see.)
So weird that A) they're running a published adventure, and B) they're running D&D. As Damien said, more often than not, D&D games are about combat. Combat is the focal point that everything else is built around.Yeah, I think I was mostly frustrated because I got highest initiative and I set my other party members up to decide on violence or not - I walked up to the first brigand, prepped a smite, and held an action that said if they try to hurt any one of us I drop the hammer on this brigand's skull, and that was when the DM backpedaled and said "you know there's no way to win this." It's six mooks with clubs and crossbows. That screams "random encounter," not "TPK." I was actually setting it up to end the fight early, too. "See your spokesman? Want to also be pizza? No? Okay go away little brigands." Totally removed all agency not just from me but from the rest of the party to decide if they wanted to resolve through violence or not.
Foreplay always improves things.How did you improve it? More foreplay or just aftercare?
This is much closer to who I am as a DM. I'm not as fastidious, but I like to have things ready. Town history, religion, and economy; possible NPC names; big story beats, etc.Thus, I am a meticulous planner as a DM. I don't plan a single path and force the characters on it. I plan for the main idea, the possible side stories, the NPC backstory possible side stories, half the kingdom you're currently in and at least some of the neighboring kingdoms and maybe even kingdoms neighboring those kingdoms, every type of monster that lives in every area of any part of the world you're likely to have any access to, etc etc. It's... kind of gross. Like, if I know I'm going to be DMing a game, that game needed to be about 3 months away and I'd spend at least one full day and some evenings, ever week, building the game.
This one can cut both ways sadly. One of the problems I've had to work around with my more recent players is video-game-conversation-tree thinking. I try to think of my NPCs (especially ones who are neutral to the party, neither allies nor villains) as pretty 3 dimensional. So like, if you want their help and approval, you can often get it, but you're not going to be able to do it by just picking the nice option and making a charisma roll with a high bonus. And if you try to convince them with a shit argument, you might actually sabotage your own chances (this is a reason I'm excited to try out the negotiation system in Draw Steel).You and half of my players. BioWare taught me to try and talk my way out of everything, even encounters with aberrations or monstrosities.
For me it's entirely the style of prep, not so much quantity. I don't really prep plot points or highly specific scenes in advance that often (the Alien game I'm running being an exception as it's a horror movie in a confined location, more on rails than most games I run). My prep is almost all figuring out what my baddies want, what resources they have to get it, and how they respond to problems when their plans go wrong. With that solidly worked out, I can be really flexible with action on the ground.I find the less I prep the more ready I am for the party to anything they want, and so I don't feel beholden to a script. I usually start each session with a goal and a problem, and you might get to both, or might not, and that's okay.
*snort* ok that got me.How did you improve it? More foreplay or just aftercare?
I had the same thought, though in her defense 1) she KNOWS D&D and has very few "spoons" to teach herself a new game so it was easier as her first GMing expeirence and B) Wilds Beyond the Witchlight is specifically written so every scenario has a non-combat option - it is supposed to be the only published adventure you can go from level 1-10 without ever getting into combat. Which feels crazy to me because I love a good D&D fight, but I do acknowledge there's a breed of players who are super conflict averse. I actually sunset a campaign last year because I found that two players were horny for combat all the time and three would do anything to avoid combat and it just wasn't working out (all five were great storytellers, they just didn't fit at the same table).So weird that A) they're running a published adventure, and B) they're running D&D. As Damien said, more often than not, D&D games are about combat. Combat is the focal point that everything else is built around.
I've got one more reveal coming, and those of you who are genre savvy can probably guess it, but I think this game has maybe two more sessions in it before I put it to bed and move on to my Generation-X game using the Masks system.
I don't know what it is about Witchlight, but every time I play it, it goes to s***.So funny timing with the whole "never put a party in a situation they can't win" thing - I really, actively work to make sure I don't this. I'm spinning nobs and dials during a fight to make it scary and tactical but the characters kind of have to work to get fully wiped out. (I love the drama of trying to keep your allies alive while fighting the enemy, too). But we just ALMOST had our FIRST FIGHT in that Wilds Beyond the Witchlight game I play in (two-hour games maybe once a month... level two 15 months into the game... Have not rolled an attack once). And the DM, this is their first campaign and even over a year in I still think that's the learning phase, put us up against some brigands shaking us down and when I went to defend my friends was told there's no way to win the fight, you are being given an offer you can't refuse. And then the brigands actually broke the rules set forth in this particular campaign for bargains in the feywild, and my character would know it.
I've actually DMed it start to finish so I feel like I can speak to what it does right and wrong. Craft-wise, it's a beautiful book. It gives you some WONDERFUL set pieces to work with. Layout and design-wise to make it useable for a DM, it's one of their best books. But it is so full of pitfalls that can send you into the weeds and slow things down. As a player it took us twelve sessions to get out of the carnival in the starting zone. (I was able to get us out in... four? I think it was four two hour sessions, which is still too long.)I don't know what it is about Witchlight, but every time I play it, it goes to s***.
My first time the DM was taking some leeways. Work friend of another friend who had DMed Tomb for menti completion. We thought we were in good hands. So the DM kept taking these leeways and like your situation bending some of the rules while also being a real stickler about how we were supposed to obey everything.
And there's some encounter where you meet goblins and they're nice. But at that point we had been backstabbed and tricked so many times when we clued in their were goblins off of perception, the party went into stealth mode to at least scout it out. So just emerging from foliage once we determined these goblins were just merchants by spying on them, she had them go into full defensive. Oh my God your murderers mode.
So we fought back. Made a truce. I even bought something cool off them for my character.
And then an hour later got the Discord message that she was killing the entire campaign and unfriended all of us. I had to hear later through the other friend that she was really mad that we chose not to just be Care Bear friends with the goblins from the outset and she had no desire to play with people with violent tendencies.
We didn't even roll initiative on the until. She said that they were attacking us. Literally just sneaking up to make sure it was safe.
Okay.
And then the second time there was another deal with some sort of bargain being made, and we were also railroaded. We played it out. Then that DM moved back across the country for personal reasons, and I never felt compelled about that campaign since.
I've never looked at the actual book. Is that just the campaign? I've heard it so torturous as far as pacing and combat opportunities, even go if that's what you want, which my understanding is it's supposed to be like a nice entry level into the hobby, but everyone knows about roll for initiative. Hell, people still talk about THAC0. People credit Stranger Things with introducing D&D to the main world, and even that opened up with combat.