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Author Topic: Somethings players learn through the course of your games  (Read 780 times)

David R

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Sometimes shoot first ask questions later is a prefectly reasonable policy esp -when a well groomed npc is leading a group of dodgy looking  mooks while whistling a tune that would normally make one go hmmmm -(in this case "People are Strange")

"Why yes, we really would like more time to think over your offer" - a response that should be delivered more often....before all the frantic rush to healing spells and surgery.

Sometimes things are exactly what they seem.

So, as a GM have you doled out any lessons through the course of your games...and as players have you learnt anything from the games your gm likes to run?

Regards,
David R

Maddman

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Somethings players learn through the course of your games
« Reply #1 on: May 19, 2006, 10:29:27 AM »
The Ninja Rule is always in effect.  The power of a Ninja is inversely proportional to the number of Ninjae in the scene.

That is, if twenty Ninjas jump out and attack, they are mooks that will readily fall at the PC's hands.  But if a single Ninja comes out, he will be death on legs.
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Caesar Slaad

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Somethings players learn through the course of your games
« Reply #2 on: May 19, 2006, 10:43:58 AM »
Even in D&D, sometimes discretion is the better part of valor. Not every big baddie is meant for you to fight. There is a reason the gods (or at least, the game designers) gave you access to hide, move silently, invisibility, and teleport.
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Cyberzombie

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Somethings players learn through the course of your games
« Reply #3 on: May 19, 2006, 01:30:08 PM »
Don't attack the scenery!

I had the PCs see a seen in the background -- a ship from the City of Greyhawk was out on the ocean, just visible from where the party was traveling on a coastal road.  It was attacking a sea monster -- so it was obviously the magical equivalent of the Coast Guard, clearing up a shipping hazard.

Just a throwaway scene to establish the setting more.  What does our doofus player have his elven fighter/mage do?  He flies off to "defend the seamonster"!  :rolleyes:

To make it worse, the party HAD JUST BEEN HIRED by Greyhawk to do a job.  Double doofus.

My main regret to this day is that I didn't actually kill his character.  The crew of the ship -- ready and willing to take out a seamonster -- would have eaten him for breakfast.  I'm too damn nice as a DM.  :(
 

Cyclotron

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« Reply #4 on: May 19, 2006, 02:20:14 PM »
Just because you can, doesn't mean you should.
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Ragnarok N Roll

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« Reply #5 on: May 19, 2006, 02:45:56 PM »
Quote from: Cyclotron
Just because you can, doesn't mean you should.

Somtimes you should, just because you can! :deviousgrin:
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Zalmoxis

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« Reply #6 on: May 20, 2006, 01:03:54 PM »
If you can't see inside it, don't stick your hand in it.

Cyberzombie

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« Reply #7 on: May 20, 2006, 01:18:56 PM »
If the DM says, in a casual voice, "do you really want to do that?", you might want to reconsider your actions.  :deviousgrin:
 

Knightsky

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« Reply #8 on: May 20, 2006, 01:30:47 PM »
"Damn, Knightsky really is a psychotic bastard."
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Gunhilda

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« Reply #9 on: May 20, 2006, 01:42:31 PM »
Yes, that villian's sob story is a crock of shit and no, you shouldn't show mercy.  So distract the paladin and let the thief take care of things.  :deviousgrin:
 

David R

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« Reply #10 on: May 20, 2006, 01:49:31 PM »
Never ask "what's the worst that could happen?" before bursting through a door...in any game, in any genre...

Regards,
David R

Gunhilda

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« Reply #11 on: May 20, 2006, 02:17:50 PM »
Quote from: David R
Never ask "what's the worst that could happen?" .


Fixed it for you.  :D
 

Cyclotron

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« Reply #12 on: May 20, 2006, 03:55:59 PM »
Here's another three that my players recently learned in our current Star Wars/Spycraft game...

1) Nothing is Illegal unless you get caught.

2) Don't get caught.

3) The only guaranteed way to not get caught is...  Don't do it.
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 NFPA 70E, Article 330.4 (F):
"Laser beams shall not be aimed at employees."

gold

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« Reply #13 on: May 20, 2006, 08:45:29 PM »
Quote from: Gunhilda
Yes, that villian's sob story is a crock of shit and no, you shouldn't show mercy.  So distract the paladin and let the thief take care of things.  :deviousgrin:


The two of us wouldn't really go well together, because mine is:

Always show mercy, then things will get interesting.

Should my players ever learn it they would also learn that redemption and unlikely (and temporeal) alliances are as much part of the game as recurring villains.
 

Blackthorne

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« Reply #14 on: December 30, 2009, 09:53:50 PM »
Never Interrupt the DM.

Never Split the Party.

Anything you say can and will be held against you. The stupider or more dangerous it is, the more likely it will be to happen.