this post was submitted on 31 Jul 2024
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[–] Lianodel@ttrpg.network 20 points 3 months ago (12 children)

Just to get it out of the way, I don't watch CR, so I don't know if this is a specific reference, and am just speaking about D&D in general. :)

Kind of inevitable with most D&D games. If you design adventures around having a series of more-or-less balanced encounters, almost always combat, where player characters are expected to be stressed but not generally killed the vast majority of the time... both the players and their characters are going to have the expectation that they can just do that.

So you need to manage those expectations. Make it clear up front, and either run the game so that death is a real threat more of the time, or find other ways to make it crystal clear when it is.

(Or just don't make things lethal and find other consequences for failure. Or whatever you'd like, my point is just to get folks on the same page.)

[–] Chuymatt@beehaw.org 2 points 3 months ago (4 children)

So, Matt has had a couple of moments where it is, before combat, looking like the players are FAR outmatched. Aaand someone’s fave purple character paid for not doing the mental maths. I feel that is how he makes it clear that you PROBABLY don’t want to take the baddies on.

Sometimes that attempt to communicate misses.

[–] 8bitMage@ttrpg.network 5 points 3 months ago (1 children)

My fav Matt surprised moment isn’t the party going into a fight they shouldn’t have, but how Travis decided to get them out of a tough fight in Nicodranas in Campaign 2. Totally sent campaign in a new but fun direction. Bonus that the next episode was live on stage and the cast got to play dress-up.

[–] UndercoverUlrikHD@programming.dev 4 points 3 months ago (1 children)

My memory is a bit rusty, which event are you referring to?

[–] 8bitMage@ttrpg.network 3 points 3 months ago (1 children)

Spoilers Season 2 Episode 35 Dockside Diplomacy

spoilerThe party's search for a guy named Marius lead them to the Nicodranas dockfront at night. Marius was parleying with some pirates, which of course led to a fight. A fireball and Thunderstep later, the city guard joined the fight too. Not an the player's side (or pirates).

Noticing they were starting to get overwhelmed, the party decided to retreat... by stealing the pirate ship. Which sent the campaign in a completely new and fun direction and allowed them to wear pirate costumes on-stage for the next episode.

It was also mostly Tavis's doing that locked them in that direction of "escape", but also made sense as Fjord (his character) had a whole sailor background. It ended leading directly into Fjord's individual story arch.

I believe Matt said later during a Talks Machina or something that he did not think of that option when we was setting up the fight before stream, but that it's exactly the kind of crazy player decision that he loves.

I just love the: oh, we need to retreat. I know! Let's steel the pirate ship.

My players did something similar in one of our campaigns. Though in their case the ship they were already on was attacked by pirate and I'd REALLY underestimated the difficulty. My players slaughtered the pirates and decided to take their ship instead of just ride on someone else's. The core plot of that campaign was really location agnostic, so I didn't mind at all.

Ah right. It honestly felt so natural I didn't really think about that.

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