Styles of games you could do without


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Inspired by the types of GM thread, let's talk about types of games that we've experienced, and would rather not (but probably have) again.

The tour
The DM has put so much work into their world/story, and they want you to see it all. Look, but don't touch. Sometimes an important and amazingly powerful NPC will give you a personal tour, dumping more exposition than an audiobook of Moby Dick. Worse, the party may simply be shuffled from set piece to set piece, with the DM personally narrating events the players can't affect in the least.

Suggestion: Ask if you can at least have a QTE during these cutscenes.

The fade out
The DM really wants to run, and has some ideas. At least that's how it seems at first. By the second or third session, they're running out of steam. Loose ends build up faster than a pair of cutoff jeans because nothing ever gets resolved. Desperation may lead to attempts to shake things up via time skips (okay, everybody level up to 5, three years have passed), or random cataclysmic events (suddenly, hell gates open across the world). These changes only jump start another session or two before the game is called off.

Suggestion: Give the DM a rest, let somebody else have a go.

Roller Coaster
Silly, then grim. These games lack consistent tone. Without a solid tone, the game becomes impossible to plan for. Being told it would be light hearted and silly, you made Sir Augustus Stickybuns, then three games in, you're cradling the remains of orphans and puppies who were trapped in a Cloudkill by the ruthless psychotic villain. Ha? Maybe the DM wanted a gut punch, or maybe the DM is a big fan of Cerberus. The result is a sudden change in tone that can be quite unpleasant.

Suggestion: Laugh. Laugh until the DM wonders who the real psychotic villain is.


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The difficulty swerve
Similar to the roller coaster, but focused on challenge rather than tone. You're told to make something that sounds fun, "don't worry, it won't be combat heavy". The first game is about as dangerous as a canned hunt. Combat is clearly not a huge priority. Then in the second game, your nemesis (one appears if you haven't earned one) sends in combat optimized ground forces that feed you pavement if you so much as blink. Every dungeon is guarded by a herd of murderboss minotaurs. The countryside is under siege by a CR+8 dragon. Meanwhile the DM can't figure out why everyone is getting frustrated in combat.

Suggestion: Die quickly, if you can. If you aren't allowed to die, let the game.

The Tower of Epic
Today you fight goblins, tomorrow you slay dragons. No, really. This type of game is a rapid build-up to increasingly more powerful threats, and involves an equally meteoric rise for the characters (often with accompanying massive treasure dumps). Much like Babel, this tower almost always rises to meet the gods themselves, as the characters face them down. The campaign ends when there is nothing else the DM can think of to generate a threat, as the only remaining enemy powerful enough to overcome them is existential ennui.

Suggestion: Regale others with tales of your epic exploits. Glazed eyes and twitching are signs of engaged listening.


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The Erotic Fantasy

While characterized by the fat pimply male nerd, I have had this happen in nearly every game I seen run by a lady. You know things are going to be weird when you meet the party in a shared dream orgy, only to meet each other later being told that you all work in a brothel; regardless of your back story( which was just an opium delusion., because ya, you are addicted to drugs.) Oh get captured...better make you all hang there naked with some less than savory torture. Oh need to get information, you have to seduce it out of them, in graphic detail. This kind of game goes from awkward to nauseous and back again as the GM/players act out things that should put them on a sex offender registry.

Suggestion: RUN! You can try to talk to them about it but if they are going too far this can just make you a bigger target.

This is my Girlfriend, My Girlfriends Amazing

Give her a lick, she tastes just like raisins. Hi this is my girlfriend Tina, she is a Vampiric Gargoyle weredragon with a a breath weapon that shoots out other dragons breathing rainbow fire, oh and she has this cat familar that is actually a fully classed sorcerer, isnt she great? She is so creative. What!?!? You want to be a tiefling with fiendish heritage feat so you can be related to Qlippoth!?!?! I don't run those kind of games, human or gtfo. In these games there is the main character that the gm loves and then there are you, the hapless sidekicks who should die for them.

Suggestion: Don't sleep with her, just don't. I mean I got a really cool eye scar from it but in retrospect its never worth it. So..... RUN! Seriously though just talk to the GM, most of the time they really don't know that they are playing favorites and are blinded by their closeness to the person.

He is just a wee Lad!!

This is where you are in an involved, dark campaign centered on lies and murder, were a single mistake can see the BBEG ascend the throne and for the world to end in hellfire. Okay guys, so when we last left off the succubus had just killed the magistrates kid and Paul had fought off her naked charms and slayed her but now is being hunted for the murder...oh I see paul brought his kid today....I mean Paul was just finished slaying the evil dragon and saving the day from all the evil in the world. Now the puppies are safe. You are now tasked with finding a way for the towns people to live in harmony with the wolfs attacking the livestock. .....later on... The wolf comes up to pauls kid and bites him, its a CRIT! (paul gives the gm a dirty look)....I mean its a crit for Pauls kid! As the wolf bites him, he breaks his teeth on the chainmail and becomes a vegetarian. THE DAY IS SAVED!!!

Suggestion: Tricky, personally I became pro choice, for more conservative gamers I would recommend an age limit at the table or to tell Paul that this is not the right campaign for his kid.

Now these might be a little personal for me but they are the most frustrating things that happens when I am in a game.


Scythia wrote:

The Tower of Epic

Today you fight goblins, tomorrow you slay dragons. No, really. This type of game is a rapid build-up to increasingly more powerful threats, and involves an equally meteoric rise for the characters (often with accompanying massive treasure dumps). Much like Babel, this tower almost always rises to meet the gods themselves, as the characters face them down. The campaign ends when there is nothing else the DM can think of to generate a threat, as the only remaining enemy powerful enough to overcome them is existential ennui.

Suggestion: Regale others with tales of your epic exploits. Glazed eyes and twitching are signs of engaged listening.

I am guilty of this.

That campaign(3.5) ended with the PCs being Gods fighting El-vice the Lord of Castle Rock. They became lost in his many illusions and I (the GM) moved away.


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The railroad

The GM has already decided what the major plot points and story lines are, down to the actions of the main characters. Out of the box thinking is met with 'you cant do that' like a bad Infocom game.

Solution: accept your fate or run, run away.


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I Have No Mouth, and I Must Scream

The GM has fond memories of fights where the heroes just barely escape total destruction and defeat the bad guys at the last second, so he makes every fight end up that way! The campaign is a non-stop grind of fighting incredibly difficult enemies who turn into creampuffs once the party is about to have a TPK. Or maybe it's a powerful NPC who swoops in just before the TPK in order to save the day. It doesn't matter -- the near-TPK is the "fun" part!

(Bonus points if the PCs can't even try to get themselves killed successfully.)

Grand Lodge

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Coltron wrote:


This is my Girlfriend, My Girlfriends Amazing

Give her a lick, she tastes just like raisins. Hi this is my girlfriend Tina, she is a Vampiric Gargoyle weredragon with a a breath weapon that shoots out other dragons breathing rainbow fire, oh and she has this cat familar that is actually a fully classed sorcerer, isnt she great? She is so creative. What!?!? You want to be a tiefling with fiendish heritage feat so you can be related to Qlippoth!?!?! I don't run those kind of games, human or gtfo. In these games there is the main character that the gm loves and then there are you, the hapless sidekicks who should die for them.

Suggestion: Don't sleep with her, just don't. I mean I got a really cool eye scar from it but in retrospect its never worth it. So..... RUN! Seriously though just talk to the GM, most of the time they really don't know that they are playing favorites and are blinded by their closeness to the person.

I feel your pain. Especially when the girlfriend is NOT amazing. A spellcaster running into melee combat with knolls, stabbing them with a DAGGER because they prepped cutesy, extremely situational spells.


Coltron wrote:

He is just a wee Lad!!

This is where you are in an involved, dark campaign centered on lies and murder, were a single mistake can see the BBEG ascend the throne and for the world to end in hellfire. Okay guys, so when we last left off the succubus had just killed the magistrates kid and Paul had fought off her naked charms and slayed her but now is being hunted for the murder...oh I see paul brought his kid today....I mean Paul was just finished slaying the evil dragon and saving the day from all the evil in the world. Now the puppies are safe. You are now tasked with finding a way for the towns people to live in harmony with the wolfs attacking the livestock. .....later on... The wolf comes up to pauls kid and bites him, its a CRIT! (paul gives the gm a dirty look)....I mean its a crit for Pauls kid! As the wolf bites him, he breaks his teeth on the chainmail and becomes a vegetarian. THE DAY IS SAVED!!!

Suggestion: Tricky, personally I became pro choice, for more conservative gamers I would recommend an age limit at the table or to tell Paul that this is not the right campaign for his kid.

Now these might be a little personal for me but they are the most frustrating things that happens when I am in a game.
 

I've seen this as well, it seems to go one of two ways, either everybody plays the Carebear cover-up, or real life trolling ensues, where someone decides to push the limits right off a cliff. Both are amusing in their way.

All of my examples are from my own experiences, personal is the point. Think of it as a chance to let out demons of bad games past.


The Resetter

The GM is writing the plot as it goes and in comparison the Illiad is a light after tea reading. It is so large he keeps losing the story within the sea of plotlines. Assures you he'll fill you in the world's details but that went to hide with wherever this-time-this-canpaign-reset-is-for-real's plot went to in vacation.
Youre always level 3-7 and a few sessions later youre low level again. Hey it lets you try out character builds.

Suggestion: Get the group an AP until that gm's gotten some order/energy.


Coltron wrote:


This is my Girlfriend, My Girlfriends Amazing

Give her a lick, she tastes just like raisins. Hi this is my girlfriend Tina, she is a Vampiric Gargoyle weredragon with a a breath weapon that shoots out other dragons breathing rainbow fire, oh and she has this cat familar that is actually a fully classed sorcerer, isnt she great? She is so creative. What!?!? You want to be a tiefling with fiendish heritage feat so you can be related to Qlippoth!?!?! I don't run those kind of games, human or gtfo. In these games there is the main character that the gm loves and then there are you, the hapless sidekicks who should die for them.

Relatedly:

The Clique

There are two types of players in this campaign: the core group of old friends who've been gaming together for years, and new guys they had to pull in to have enough players to fill the game. The old established players get all the nice sidequests, cool items, and extra GM focus, while the new guys are basically just there to keep the seat warm and fulfill the bare-bones functions of their class.

Suggestion: Hopefully this is something that will work itself out once the new players settle in a bit. If not, try talking to the group: usually they're not consciously trying to exclude the new guys, they're just used to working with each other.


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The Drama Club
At least two people in this game have a personal issue with each other. Maybe it's the DM and a player. The DM goes after the player with everything short of falling rocks, and/or the player constantly sabotages plot by killing important NPCs (until they all suddenly become +10 level), destroying plot items (until they suddenly become invulnerable), or just plain refusing to go along with the plot (until they are arrested/press ganged/mind controlled). In groups where DM duties are rotated, this becomes a continuous loop. Alternately it could be two players, who constantly work to one-up and undermine each other. Either way, party unity is a fever dream. Nobody is calling Captain Planet when two people refuse to use their rings at the same time.

Suggestion: Lock the feuding parties in the bathroom together until they stop flinging poo.

Liberty's Edge

The magic knob goes to 11

The GM desperately wants the game to be high magic, but the players have all elected to play mele style because they are green and not 100 percent sure how the magic systems work. So to encourage magic use, pushbutton magic items abound. Unlimited use wands and scrolls? Sure we got those. Scroll of +3 winning? We have those too.

Ultimately, everyone ends up lugging around a sack full of souped up magic items and their swords and axes rust from disuse. Players end up getting more fun out of rolling drunken acrobatics checks at the tavern between dungeon runs.


That one GM who doesn't do anything as it disintegrates into PVP.


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Goddity wrote:
That one GM who doesn't do anything as it disintegrates into PVP.

I can't help but feel that's a problem with players, not necessarily the DM.


chaoseffect wrote:
Goddity wrote:
That one GM who doesn't do anything as it disintegrates into PVP.
I can't help but feel that's a problem with players, not necessarily the DM.

It does, by definition, require players to have PvP.

It also requires a DM to allow it to happen.


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The "Old School" Game

The Gamemaster has been around the block a couple times, dicebag in hand, and she wants you to know how much better it was back then. Characters such as Halfling Druids, Dwarven Wizards, and Half-Orcs as an entire playable race as unwelcome in this style of game. You may also notice that your fifth level character still has nothing to speak of in the way of magical equipment, or even meaningful treasure, despite having been tormented by the most militaristic, overly prepared, tactically gifted kobolds the megaverse has ever seen for three straight sessions.

Suggestion: Suck it up? Play a cleric, Old School Gm's have an inexplicable soft spot for cleric players, until they drop the party in a separate dimension and cut you off from your deity entirely for an undefined amount of sessions to come.

Also, allow me to bring up Paul from the "He's just a wee lad!" scenario, F*** that guy, the game table is no place for a child (Unless the child is expected, naturally). If you can't manage to get a sitter just sit out for a session, we'll understand, I promise. I don't want to interact with your child more than I absolutely have to (Parents, I'm saying this on behalf of your friends because they're polite and don't know how.)

Sovereign Court

Coltron wrote:

He is just a wee Lad!!

This is where you are in an involved, dark campaign centered on lies and murder, were a single mistake can see the BBEG ascend the throne and for the world to end in hellfire. Okay guys, so when we last left off the succubus had just killed the magistrates kid and Paul had fought off her naked charms and slayed her but now is being hunted for the murder...oh I see paul brought his kid today....I mean Paul was just finished slaying the evil dragon and saving the day from all the evil in the world. Now the puppies are safe. You are now tasked with finding a way for the towns people to live in harmony with the wolfs attacking the livestock. .....later on... The wolf comes up to pauls kid and bites him, its a CRIT! (paul gives the gm a dirty look)....I mean its a crit for Pauls kid! As the wolf bites him, he breaks his teeth on the chainmail and becomes a vegetarian. THE DAY IS SAVED!!!

Suggestion: Tricky, personally I became pro choice, for more conservative gamers I would recommend an age limit at the table or to tell Paul that this is not the right campaign for his kid.

Frankly - most of the campaigns I'm in would be mostly okay for kids. And as long as you're a bit vague on the other stuff (demon lady instead of succubus for instance) it's generally fine.

Of course - much depends on how young the kids are. But I've run games for my nephews/niece and my b-inlaw, and the kids were 14, 12 & 10 (Not for their 7yr old sister - too young). No issues. They had some tactical issues - but no moreso than some adult players that I've seen - and they got far less defensive/grumpy when I pointed out stuff that they could do. (Maybe a bit of ADD from the 10yr old when his barb went down to a sleep spell for a couple rounds. But again - I've seen that from adults.)

Sovereign Court RPG Superstar 2011 Top 32

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Hmm, one I still regret playing in:

I hate spellcasters
...but you have to find that out the hard way. Go ahead and create a caster character - but be prepared to sink into frustration as nary a saving throw is ever missed by any bad guy, no matter how inconsequential! Forget fudging rolls for the BBEG - he's just immune to magic. Random mooks in this campaign never fail saves. And when I say the BBEG is immune to magic, he even dispels your summons when they attack him and turns off buffs on attacking party members. Whee.

EDIT: Oh but look at this 15 page document of extra house-rules I have for martials!

Grand Lodge

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The Minimum Viable Adventure

This adventure has only the bare essentials it needs to qualify as a night of gaming. An NPC arrives and spits out some exposition. The players take turns rolling perception until one of them gets a high enough result for the DM to tell the party where they have to travel. A basic combat ensues consisting of several identical creatures - an hour of BAB versus AC rolls. More perception checks to find out what just happened and why. Maybe a conversation with another NPC where no social skill rolls matter - he's just there to tell the party where to go next. Finally, we get a "boss" battle consisting of more identical creatures, one of which has 10x the hit points of the rest. Victorious, the party splits up some randomly-rolled, level-appropriate loot.


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Favored Enemy: Wife

At 1st level, a Husband selects his spouse from the ranger favored enemies table. He gains a +2 bonus on belittle, argue, complain, accuse of cheating(with dice and with that cable guys), and threaten divorce checks against spouse of his selected gender. Likewise, he gets a +2 bonus on personal attack and emotional damage rolls against them. A Husband may make a fool of himself untrained when attempting to identify the mood of these creatures.

The opposite of my girlfriend is amazing, this is when it is clear two people in a relationship have been fighting before the game started. When a players wife starts making out with every npc she can find because "it is refreshing to see some real men for once" or the husband asks the player if they wish to make a "cheating whore check since it seems that they are trained in it"; you know its not going to be a very fun game

Another way this might present is with less vitriol but a desire to not look like they are playing favorites. Unlike the previous example this is more of a subtle "I want everyone to know that I will be treating Sarah the same as everyone else" ....awkward silence sort affair. The character is never cut any slack, never given a benefit of the doubt and is downplayed so the rest of the party can shine. I hate this one because it gets really tense and can easily devolve into a fight.

Suggestion: If the wife is hot, have your character hit on her to make the husband mad. If you are trying not to make the situation ten times worse then ignore the last sentence. If you want to help then try to calm them down with some humor, or in the case of subtle negativity try to be supportive in order to show the gm that it isn't favoritism just what everyone thinks is fair.


The Hamfist New Players Into a Session

The session where someone has invited a new inexperienced player into an existing (usually high-level)game.

This game comes in many sub-varieties

A)Hi Bob, have you played Pathfinder before? No? How about any table top RPG? No again? Ok, well have you heard of Skyrim? Cool, it's kind of like that. So John isn't here, you can play his character, he's a 14th level Barbarian, so you basically just hit things. *20 Minutes later* "Well he didn't declare he was Power Attack, Greater Vital Strike attacking with his +5 Adamantine Greatsword, he declared he was going to punch it, maybe next time you should explain things better...so Bob, as you punch the flaming, acid dripping void monster...

B) See A) but apply to a boss fight at the end of the dungeon/book/CAMPAIGN.

Sovereign Court

The Morality Issues Aren't Fun

This sort of GM usually likes 'gotcha' scenarios and catch-22s where the only choice is bad. This is especially common if there is a pali in the party.

If done occasionally and without the catch-22, this can be (potentially) interesting. However, the catch-22 seems to be inherent.

Suggestion: Make sure to talk to the GM about what they expect of paladin/cavalier/inquisitor codes beforehand, and just how in depth morality needs to be. (See the thread about goblin babies.)

Grand Lodge

Errand Runners for the Gods

This variation of the railroad adventure keeps the players in line by making them work for gods, demigods, demon lords, etc. You've got to do exactly what you're told, otherwise that super-powered entity will just step on you like an ant. Player agency is an illusion. The DM often says things like "Sure, you could try that, but I wonder what Asmodeus would think when he found out..." to keep players from doing anything clever, rebellious, or otherwise outside the guidelines of his story.


The Sorry, That's What The Dice Say

Similar to Old-School, this GM does everything by the book. Literally. If the dice rolls say it happen, it does. Otherwise, you slip on a banana peel and die.

Your character is naturally curious? Oh? Well, he just investigated some CR 11 ghouls outside. Roll up a new character.

Your character has 5 CON because of bad character rolling? Oh, well, have fun with this intense underwater encounter where the PCs are holding their breath to survive.

Basically, the die-rolling gets in the way of telling great stories and making the heroes feel ... well ... heroic.

Suggestion?


how are you guys fixing these games


Lamontius wrote:
how are you guys fixing these games

By running for the hills


Alf-of-the-Squirrels wrote:
Lamontius wrote:
how are you guys fixing these games
By running for the hills

You can always try talking out the problems with the GM and players involved. However, quite a few of the examples used do just seem like completely toxic gaming groups.


I tried 8 sessions with a group whose GM combined these:

The Tour - lots of helpful source material with so many unadvertised exceptions that to learn the material was far worse than total ignorance of the campaign setting.

The Railroad - Advertised as a "sand box". Which technically it might have been but try something that wasn't planned for you by the GM and your PC died or "it didn't work" (50% chance of either).

The Clique - Just the GM and one of the players. Everyone else was outside the clique but, if you were obsequious, they would helpfully ignore you. Helpful if you wanted your PC to live.

When things are that wrong there is no use talking. Run, yes, run away as fast as you can.

Grand Lodge

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The Underground Railroad: The DM has a concise plan for everything that is going to happen, and the type of characters he wants in the game.

Of course, the players never know this, and the DM never gives a hint at either. In fact, he constantly puts forth the illusion of choice. Even from the point of character building. He lays out a number of choices, but never tells you that many are the "wrong choice" for his game.
Even the theme, and feel of the game, is hidden, and the players struggle to immerse, as they try to feel it out. Without direction, Players stray too far, and are punished for not following the hidden plan. Every session is a constant struggle to follow the unwritten, and unspoken rules. Even when it reaches the point when players ask the DM "So, what does my character do" the DM continues with the illusion of choice, but nonetheless, has the PCs do, what he wants them to do.

Suggestions: Martha Cannon blast that nonsense.


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The Low Magic Historian

The GM believes that every magic item is worth having it's own story and that the players should be impressed with +1 magic item, because that's the extent of the magic items they will find in the campaign. This kind of GM bills their campaign as "low magic" without making any changes in encounters run or restricting what classes can be played or any other houserules (or choosing a more appropriate game system), leading to routine challenges becoming difficult and unfun for martials, while casters enjoy their enemies lack of magical defenses deepening an already massive divide in power between the two class types.

Suggestions: Point out that the rules assume the players will have certain items as they level. Explain that challenges will need to be reworked. Show them other available systems that would fit their game better. Remind the GM that is a fantasy game. Continue to explain the gap in power between martials and casters even the horse has been dead for over decade at this point. GM yourself to show the GM how to do things properly.


Anzyr wrote:

The Low Magic Historian

The GM believes that every magic item is worth having it's own story and that the players should be impressed with +1 magic item, because that's the extent of the magic items they will find in the campaign. This kind of GM bills their campaign as "low magic" without making any changes in encounters run or restricting what classes can be played or any other houserules (or choosing a more appropriate game system), leading to routine challenges becoming difficult and unfun for martials, while casters enjoy their enemies lack of magical defenses deepening an already massive divide in power between the two class types.

Suggestions: Point out that the rules assume the players will have certain items as they level. Explain that challenges will need to be reworked. Show them other available systems that would fit their game better. Remind the GM that is a fantasy game. Continue to explain the gap in power between martials and casters even the horse has been dead for over decade at this point. GM yourself to show the GM how to do things properly.

Many of these GM's think that this makes the magic items special [i]to the players[/b], but I made a thread on this asking players if it makes them(magic items) feel more special. In the end the number of people who felt it made them special was very low, which is exactly what I thought it would be.

Liberty's Edge

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DM: This is the Elowann'tal shri'tathis, or "The Sundering of the Elves." This is the curveblade used by the summer elf hero Laithis Sunbringer during the final battle of the War of the Solstice eleven millennia ago, and was used to slay the winter elf--

Eddard Edvard, Evoker Extraordinaire: Yes, yes, yes, it's basically a +2 mithril elven curveblade that becomes a +3 keen mithril curveblade in the hands of an elf, right? I hock it for 25,000 gold.

DM: ...I hate you.

Sovereign Court

Snorb wrote:
Eddard Edvard, Evoker Extraordinaire: Yes, yes, yes, it's basically a +2 mithril elven curveblade that becomes a +3 keen mithril curveblade in the hands of an elf, right? I hock it for 25,000 gold.

You couldn't get 25k out of it! Even counting it as the full elf value - it's only worth 36k or so - 12k to anyone else. They'd only get somewhere between 6-18k for it! :P

Liberty's Edge

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Ed, stop trying to sell the elven relic for spell components.


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The Low Magic Historian / The Old School Game

Slightly different but much the same result and yes, one of my pet hates.
Getting to 8th level as a Fighter before you manage to trade a +1 Long Spear and some cash for the weapon you specialise in at....+1


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BUNCHA SPOILED BRATS!!! IN MY DAY WE WENT TO LEVEL 10 WITH OUR PLUS 1 DAGGERS AND WE WERE HAPPY FOR IT!!! AND NO MAGIC BOOTS EITHER WE WENT ADVENTURING TO THE DUNGEON BAREFOOT IN THE SNOW UPHILL BOTH WAYS...ZZZZZZ *SNORT* HUH WHAT WAS I SAYIN??? GIT OFF MY LAWN!!!


Anzyr wrote:
any other houserules

House rules!


Dress Rehearsal
All the acting of a Larp, but in a tabletop game. Why roll any skills or involve any stats in interactions with NPCs when you can talk them out? Even the barbarian from the horse tribes that has 7 Charisma and no ranks in diplomacy can give a stirring and eloquent speech that moves the council of nobles to declare rebellion against the king. In fact, there's no other choice. Every attempt to use a social skill requires you to talk out your dialogue. Asking to roll is met with side eye. All the world's a stage, especially a dining room table.

Suggestion: Learn the proper forms of address for all types of nobility, otherwise you will be pilloried.


wraithstrike wrote:
Anzyr wrote:

The Low Magic Historian

The GM believes that every magic item is worth having it's own story and that the players should be impressed with +1 magic item, because that's the extent of the magic items they will find in the campaign. This kind of GM bills their campaign as "low magic" without making any changes in encounters run or restricting what classes can be played or any other houserules (or choosing a more appropriate game system), leading to routine challenges becoming difficult and unfun for martials, while casters enjoy their enemies lack of magical defenses deepening an already massive divide in power between the two class types.

Suggestions: Point out that the rules assume the players will have certain items as they level. Explain that challenges will need to be reworked. Show them other available systems that would fit their game better. Remind the GM that is a fantasy game. Continue to explain the gap in power between martials and casters even the horse has been dead for over decade at this point. GM yourself to show the GM how to do things properly.

Many of these GM's think that this makes the magic items special [i]to the players[/b], but I made a thread on this asking players if it makes them(magic items) feel more special. In the end the number of people who felt it made them special was very low, which is exactly what I thought it would be.

Indeed. My personal experience is that the best way to make magic items unique and interesting to the players is, shockingly enough, to actually make unique and interesting items. Three pages of history attached to a bog-standard +1 sword isn't going to capture a player's imagination.

However, one game I played in had the GM cranking out lots of really unique and weird custom items, like a set of Pikachu-hide armor for my druid. And most of those items also grew/evolved with the players as the game progressed. This made the players much more interested in any gear they acquired, and generally very attached to their items.


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Message board troll wrote:
BUNCHA SPOILED BRATS!!! IN MY DAY WE WENT TO LEVEL 10 WITH OUR PLUS 1 DAGGERS AND WE WERE HAPPY FOR IT!!! AND NO MAGIC BOOTS EITHER WE WENT ADVENTURING TO THE DUNGEON BAREFOOT IN THE SNOW UPHILL BOTH WAYS...ZZZZZZ *SNORT* HUH WHAT WAS I SAYIN??? GIT OFF MY LAWN!!!

I miss the old Troll.


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Chengar Qordath wrote:


Indeed. My personal experience is that the best way to make magic items unique and interesting to the players is, shockingly enough, to actually make unique and interesting items. Three pages of history attached to a bog-standard +1 sword isn't going to capture a player's imagination.

However, one game I played in had the GM cranking out lots of really unique and weird custom items, like a set of Pikachu-hide armor for my druid. And most of those items also grew/evolved with the players as the game progressed. This made the players much more interested in any gear they acquired, and generally very attached to their items.

Intelligent weapons, guaranteed will catch the attention of the player.

-Source: Happened to me. Used a +1 Spiked Gauntlet(Was more like a Claw Gauntlet) for 6 levels(The campaign never met up again) because it said "What is thy will wielder?" Did like 3 specific quests for it and it got more powerful.

In case anyone's interested:

Vorago was a dear companion to my Cleric often giving him advice in his time of moral need. Aside from the usual "Kill that evil bastard!" He was crafted by a crusading Wizard as the Wizard's backup plan in the event someone got close and personal. Unfortunately the Wizard was killed by a vampire and doomed to stalk the earth as an abomination. Vorago was cast away, searching for a noble wielder who would aid it in giving final rest to it's former master.

Vorago's alignment was CG and had Telepathy. Had a specially boosted Ego due to it's long time of forcing evil wielders to kill themselves.
Vorago's abilities-
Detect Evil at will
Shocking Grasp /3 per day, it's caster level 3 or yours.

Fulfilling it's special purpose-
Can Smite Evil as a Paladin of your character level once per day. This effect was a byproduct of it being within my Cleric's possession for so long up to the point of fulfilling it's wish.

Second Purpose-
Bringing his Master back to life. Would have upgraded Vorago to +3 Shocking.


Scavion wrote:
Message board troll wrote:
BUNCHA SPOILED BRATS!!! IN MY DAY WE WENT TO LEVEL 10 WITH OUR PLUS 1 DAGGERS AND WE WERE HAPPY FOR IT!!! AND NO MAGIC BOOTS EITHER WE WENT ADVENTURING TO THE DUNGEON BAREFOOT IN THE SNOW UPHILL BOTH WAYS...ZZZZZZ *SNORT* HUH WHAT WAS I SAYIN??? GIT OFF MY LAWN!!!
I miss the old Troll.

Well I miss the old goblin so there *sticks out his tongue*

Now as for the topic. The railroaders are terrible. I had one DM that made every in game decision for us.


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Message board troll wrote:
Scavion wrote:
Message board troll wrote:
BUNCHA SPOILED BRATS!!! IN MY DAY WE WENT TO LEVEL 10 WITH OUR PLUS 1 DAGGERS AND WE WERE HAPPY FOR IT!!! AND NO MAGIC BOOTS EITHER WE WENT ADVENTURING TO THE DUNGEON BAREFOOT IN THE SNOW UPHILL BOTH WAYS...ZZZZZZ *SNORT* HUH WHAT WAS I SAYIN??? GIT OFF MY LAWN!!!
I miss the old Troll.

Well I miss the old goblin so there *sticks out his tongue*

Now as for the topic. The railroaders are terrible. I had one DM that made every in game decision for us.

I had a DM in OD&D who not only rolled every roll for us, he kept our character sheets. All we had was an equipment list of what we were carrying, and a sheet to write information on. If we went into our mulepacks, he'd hand us that sheet to make changes on, and then took it back. We didn't even know how many hit points we had.

I only played in three sessions with that guy. They were fun, but I can't imagine that same sort of thing flying these days.


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Jerry Wright 307 wrote:
Message board troll wrote:


Now as for the topic. The railroaders are terrible. I had one DM that made every in game decision for us.

I had a DM in OD&D who not only rolled every roll for us, he kept our character sheets. All we had was an equipment list of what we were carrying, and a sheet to write information on. If we went into our mulepacks, he'd hand us that sheet to make changes on, and then took it back. We didn't even know how many hit points we had.

I only played in three sessions with that guy. They were fun, but I can't imagine that same sort of thing flying these days.

Amber Diceless Roleplaying. (Or the successor, Lords of Gossamer and Shadow.)

No dice. The GM decides success, based on your stats and other relevant factors. You buy your stats at the start of the game, but increases from experience are handled by the GM. You tell him what you're working on and you generally find out if and when you've gotten better, but no more actual numbers.

Great game. Some of the best roleplaying I've ever had. Needs the right GM and I'm sure it's not for everyone, but when it works it's golden.


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I'll admit the game I described was intriguing. Immersion was near-total, especially since all we had to go on about how wounded we were were the DM's descriptions. But the uncertainty for some of the players was almost pathological. One of the guys who was known as a cut-up and a constant chatterbox was silent most of the time, clutching his note-sheet and staring at it as if he could make his stats appear on it.

As a GM, I wouldn't want the hassle. Keeping track of hit points, spells, and conditions, etc. for a bunch of monsters is bad enough. Trying to keep track of the PCs as well would split my skull.

As a player... I'd be afraid of the kind of person who could GM that way, since there's so much more to keep track of these days. The best movie serial killers are people like that... :o


Jerry Wright 307 wrote:

I'll admit the game I described was intriguing. Immersion was near-total, especially since all we had to go on about how wounded we were were the DM's descriptions. But the uncertainty for some of the players was almost pathological. One of the guys who was known as a cut-up and a constant chatterbox was silent most of the time, clutching his note-sheet and staring at it as if he could make his stats appear on it.

As a GM, I wouldn't want the hassle. Keeping track of hit points, spells, and conditions, etc. for a bunch of monsters is bad enough. Trying to keep track of the PCs as well would split my skull.

As a player... I'd be afraid of the kind of person who could GM that way, since there's so much more to keep track of these days. The best movie serial killers are people like that... :o

Works better in games with less mechanical detail.


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Adventures of the DMPC
The DM has an amazing story planned out. Unfortunately, this story is about one person, the NPC the DM forces the group to adventure with. The DMPC will have stats equivalent to a 40 point buy, be 3 levels higher than the party, and be the best equipped to handle any given situation. You party will inevitably end up sitting on the sidelines while the DMPC cleans up during combat, or be stuck fighting minions while the DMPC handles the Balor alone.
How to fix: Explain to the DM that no one enjoys listening to him narrate battles between himself. Failing that, run. In character or not, your choice.

The Never-ending Escort Mission
Similar to the Adventures of the DMPC, the story is all about the DM's favorite NPC. However, rather than being a Deus ex DMPC, they will be about as useful in any given situation as a bag full of kittens, yet will attract trouble like a kender at a magical flea market . At least one party member will be forced to spend all their time keeping the fool alive.
How to fix: Chances are, this DM is recovering from an Adventures of the DMPC game that fell apart, and learned the wrong lesson. Explain to the DM that the story should really be about the party, not an NPC. Failing that, let the fool get themselves killed.


thejeff wrote:
Jerry Wright 307 wrote:
Message board troll wrote:


Now as for the topic. The railroaders are terrible. I had one DM that made every in game decision for us.

I had a DM in OD&D who not only rolled every roll for us, he kept our character sheets. All we had was an equipment list of what we were carrying, and a sheet to write information on. If we went into our mulepacks, he'd hand us that sheet to make changes on, and then took it back. We didn't even know how many hit points we had.

I only played in three sessions with that guy. They were fun, but I can't imagine that same sort of thing flying these days.

Amber Diceless Roleplaying. (Or the successor, Lords of Gossamer and Shadow.)

No dice. The GM decides success, based on your stats and other relevant factors. You buy your stats at the start of the game, but increases from experience are handled by the GM. You tell him what you're working on and you generally find out if and when you've gotten better, but no more actual numbers.

Great game. Some of the best roleplaying I've ever had. Needs the right GM and I'm sure it's not for everyone, but when it works it's golden.

That does have a certain appeal to it but it would require a very skilled GM for sure. I know I don't have the GM chops to pull it off.


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The Harpy The players set out to kill a monster, but through the course of the combat, end up capturing it, and turning it into a pet/dependent NPC. This NPC accompanies them throughout the rest of the campaign, getting them into trouble, forcing them to rescue it, provide for it, even buy items for it, and the GM is grinning to himself throughout it all.

I admit I am very guilty of this. But they fall for it every time.

(Note: this is called "the Harpy" because that was the species of the first two DNPCs the PCs picked up in my campaign. They have yet to figure out how it keeps happening.)


Similar to "The Clique", there's
The In Joke
Some of the group have history, and they've had some funny moments. So many, in fact, that nearly any word, or deed inspires memories of "that time when". At best, this means they have a good laugh while sharing a knowing look, at worst the game is constantly sidetracked by long winded recounting of past hilarity. Being the newcomer in this game means you're probably not going to get the joke, or that you'll feel like a comedy historian hearing tales of silliness past. Either way it might not be as funny for you as it is for them.

Suggestion: Either create your own funny moments, or leave them to their ghosts.

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