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DM Under The Bridge's page
2,262 posts. 23 reviews. 1 list. No wishlists.
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Hama wrote: I treat all my NPCs orientation as completely and utterly unimportant unless a PC wants to know. And then I roll percentile. But did you make a table?
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LazarX wrote: thejeff wrote:
One of the drawbacks to running a quasi-historical game, at least using something like the PF system, is that you have to decide what God thinks of such things in your world. Not really. The gods in Golarion, outside of Razmir, are notorious for NOT making public statements on their positions. There are at least two factions of Sarenrites that are in violent disagreement, yet the goddess continues to supply the priests of both with spells. Sarenrae has a bet going with some of her handmaidens as to which sect will come out on top.

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xeose4 wrote: I'd challenge your comment (just slightly!0, DM Under the Bridge, about orcs being "so hetero it hurts" with the fact that they can have huge reproduction rates and an intense focus on reproducing and still be GLBT. A monogamous culture might insist on a gay person living with their partner, but one that's less so might have a GLBT person ecstatic about participating in reproductive mating while still personally preferring their same-sex partners. Personally for me, that stuff makes me far more interested in the character than the more typical presentation (though I do agree definitely that at times inclusion smacks of tokenism and don't disparage your overall commentary at all. I also SINCERELY don't mean to be condescending, I just love to talk about glbt stuff intersecting with cultural issues in fantasy settings!).
More related to the thread topic as a whole, one of my first Pathfinder experiences was in a game run by my friend's brother. At one point he had a flamboyant (but straight) and slightly crazy half-elf silk merchant grab my halfling oracle and kiss him in what was obviously supposed to be a "haha ewww!" moment for the table. Seeing how uncomfortable the DM got when I just shrugged and said "okay the halfling slips him some tongue" was the weirdest part: he just looked away and changed the subject completely. I realized that he'd never even considered that I might be okay with not-hetero activity, and it got increasingly weird to play with him from that point on because of how carefully he and the people he brought to the table completely avoided any and all "serious" (i.e. RP stuff) mention of any sort of romantic inclinations at all (and I mean unquestionably innocent stuff like "the barmaid winks at you in typical barmaid fashion, does your character appreciate the attention"). This extended to their out-of-game dynamics and it was pretty clear that they had a lot of interpersonal issues going on too, but more to the point; for me it was more strange to just not talk about it at...
"I just love to talk about glbt stuff intersecting with cultural issues in fantasy settings". Me too, and I have a few factions in development (world builder) that may have g,l,b. No offense taken, not by a long shot. Added you to my address book.
Lesbian "themes" and flirting have been in my latest game. Makes it pretty funny and definitely chill. Very amusing that you went for the slip some tongue option and into make the dm blush territory. I try to keep a straight face and roleplaying wherever it goes but my players also sometimes challenge me in similar ways.
Sexy puppets and roleplaying for good times and many chuckles for all.
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Mixing 3.5 in with pf
Mind flayers after previous opponents have dropped the players will saves.
Beholders or particularly nasty caster that a melee party can't get to (on the other side of metal bars, or shooting the player as they try to rush down a corridor).
Orc barbarian-clerics that stay close, plug a bottleneck and heal only each other.
Ghasts covered in yellow mould.
Lastly, rust lords vs. character that are very dependent upon their equipment.
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I have not seen people leaving the table over minor differences or due to different social values. No one has stood up and said "well I oppose the opinions and beliefs of what's his name over there" and stormed out in an indignant self-righteous huff. With people of different races, political persuasions and backgrounds, we have all managed to game together.

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Tormsskull wrote: Hi all,
I find often times that the problems or arguments people make on the forums don't occur in actual game play at my table. While this is of course anecdotal and doesn't mean these things aren't valid or actual problems, I'm curious if others find this to also be the case.
So, post those things that you hear on the forums/elsewhere that don't actually end up being problems at your table.
Please note - I'm sure for every one of these items listed, someone can come along and say that someone must be doing something wrong. Let's try to avoid telling other people that they're doing it wrong at their tables.
1.) Fighters are worthless. Players in my group often argue over being able to be the fighter (as we generally don't like class duplication.)
2.) Wizards are overpowered. Wizards and sorcerers seem to have an above average mortality rate in the games I've run or been in.
3.) In-combat healing is a bad idea. I've found that this is rarely the case - in-combat healing is virtually a necessity.
A lot of them actually!
Yes on 1, 2, 3.
Also complaints against monks. My vanilla monk was the strongest member of our group in the campaign. The megadungeon wasn't built to make him shine but shine he did.
Characters almost killed by rogues means that "rogues are weak" is not something I hear much of.
Don't have much problem with problem players over the past few years. I am quite selective with who I play with these days.
Martials are weak without all their gear upgraded along very specific lines and all their slots filled as mandated by the online community guild of optimizers. This isn't my experience.
Lastly, a lot of what 137ben said. :)
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Usual Suspect wrote: Pretty dark?
See if you can get a clinical psychologist to sit in for a session or two. Somebody in this group is probably dangerous.
Psychologists would probably find many games and gamers quite odd and befitting of all manner of diagnoses. Gamers of all stripes have been declared "dangerous" by health professionals before. Not sure psychs belong in games of people trying to chill out and have fun in imaginary worlds, after all the world is controlling enough without paratrooper pscyhs invading tables to find people "dangerous" and throw a spanner in the works of existing games.
Course I play to escape the nanny state for an evening (the nanny state is a big deal over here in recent years), but that's just me. ; )

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If "betray" is enabled then pvp is enabled. Party should just kill the character and say "Fool me once, shame on you; fool me twice, shame on me. Or in this case, us."
Then kill his next character just so he gets the message and knows what the path of vengeance will lead from this time forward. Then welcome him back and adventure together with conviviality.
On odd events like this, we had one character that would sometimes turn allegiances to the other side, maybe it was due to their anarchist politics? Alas, you could never trust them as they would sometimes just flip or refuse to help your side. Lol, he was a temp bodyguard to my character once and let me die to enemy vampires without lifting a finger. Hilarious in retrospect. We also had fellows that heavily identified with the monsters and were very sympathetic towards them, overlooking their murder and aggressions. One raised broods of abominations as a nanny. I always found that a bit odd, but my othering is +10. ; )
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The aesthetic fallacy makes me sad when it is due to racism.
No Asians/blacks/Arabs, or people like them in game or cultures anything like their cultures.
:''(

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Rynjin wrote: Headfirst wrote:
Why is Indiana Jones so awesome while Lara Croft is just kind of flat (ironically) and boring?
...Because video game movies suck big fat donkey dick 99.99% of the time?
And it's interesting that you mention Nathan Drake later.
He's interesting, charismatic, and fun to watch.
He's also a f~~@ing death machine who One Man Army's his way through what seems like a good percentage of the population of wherever he goes. Including supernatural beasties.
Thanks for giving an example that makes your entire (terribly rigged) point moot there chap. I disagree. Nathan Drake has a greater emotional range than Lara Croft but his "charisma" just comes across as talking too much.
His fights, while exciting and hollywood, lack the punch of poor Dr. Jones in over his head. Simply because Drake is a death machine, barely human, insanely lucky and seems amused rather than threatened by people trying to kill him. Probably because he easily murders swathes of humanity and then has a one-liner about it. Hur hur. Charismatic? I don't see it.
However put the language into French and he sounds more sleazy and annoyed (more amusing) or Polish and he sounds contemptuous and bitter (stronger, but more under threat). Either is a far superior experience to English-speaking Drake because of what the non-English voice actors brought to the table.
Yes, I play Drake as a Pole or French adventurer. Oddly fits in certain places that he goes.

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Headfirst wrote: Covent wrote: Yes, this is correct. Let me sum this up for you a different way:
Why is Indiana Jones so awesome while Lara Croft is just kind of flat (ironically) and boring? They're both genius archaeologists with a flair for athletics and puzzle solving. Yet, for some reason, Jones is a household name and Croft is kind of an inside joke in the video game community and not really important beyond that. Let's leave the actual actors, directors, and scripts behind each out of this for just a moment and dig into their characters.
Indiana Jones isn't optimized. He's not a super ninja kung-fu master; he loses and/or flees from half the fights he gets into. He gets punched in the face and goes down. When he does something acrobatic, it looks like he's just trying not to not fall to his death and you can see the fear on his face. When he's on the ropes, there's drama, and when he emerges victorious, we cheer because he beat the odds by using his wits, charm, courage, and as many friends as he can muster.
Lara Croft, on the other hand, is basically a genetically engineered super human with no flaws. She's a martial arts master, a sharpshooter, an extreme sports enthusiast, and a savant. She's absurdly rich, fawned upon by all who meet her, and swaggers through every mortal encounter with a smirk on her face that just screams, "I'm the star of this movie - there's no way I die here." She's all 18s, has all class skills, and has every feat in the book. She's basically a nerdy 13-year-old's fantasy girl and that's why the games about her could easily swap her out for another hero (cough- Nathan Drake -cough) and the movies about her are so awful.
So, the next time you sit down to make a character, ask yourself this: "Is this an Indiana Jones or a Lara Croft?" I think that will put you on the right track. Great analysis, also I made a meme as a gift to you:
http://memegenerator.net/instance2/627677
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Win without fixating on winning.
Win without worsening the game to win.
Win without overshadowing all other players.
Win while playing a monk.
Then you will have truly won.
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Nymph sorcerer, first orc she met crit her with a javelin and killed her.
GG orc, gg.
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As a dm, you can make the players a bit pleased by throwing some things at them that bounce off their immunities. Can make them happy with their build and the class, but be sure to challenge them later.

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I'm not for the attack of opportunity, as we don't get attacks of opportunity when opponents hit the floor (drop prone), so doing a header (or a dramatic fall) into the floor and staying still shouldn't grant an AOO.
If they want to slit your throat or run a sword through, they should have to spend one of their attacks to do it, not do it for free. As I said, we don't get extra bonus attacks when our foes fall dead (think of how low we could take their hp if we did).
The bluff should probably only come around if your body is examined. Then either it is against a sense motive or vs. a heal (to make it fun and unusual). If they don't have much knowledge of the body and healing, a near-dead unresponsive person could easily be confused with a dead one. A limp fool covered in blood could easily be confused with a dead limp fool covered in blood.
Bonus points for you IQ if you have regen, you char falls covered in blood, the enemies mop up your party and barely survive, and then you stand up full health and murder them utterly.
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If my players have chars that are immune to fear and/or poison, I make sure some enemies will cause fear and inflict poison.
Just so they feel special.
There will also be dungeons where certain builds will likely shine, but everyone gets their turn to shine and be ground into bonemeal, e.g. disease-infested swamp is great for some, less-so for others. "Oh no muh malaria", "git gud non-monks".
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If one dragon isn't enough, throw in two.
Then run them like very intelligent territorial birds that have had centuries to consider how best to guard their nest... with magic.
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Trekkie90909 wrote: I confess that ever since I discovered Sriracha I've failed to see the point of Ketchup. It seems like such a bland way to waste tomatoes... Agreed! Had to rein it in, I was adding too much sriracha to various foods.

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knightnday wrote: Jaelithe wrote: thejeff wrote: To some degree I agree with you. That would seem to imply no new GMs though? Or new players, since they wouldn't yet have the experience to trust implicitly? Well, I think my group would want someone to play for a while before being given the reins.
As for new players, if they can't make a leap of faith based on the testimony of long-time players, that's their problem. I can't be held responsible for the fact that someone else screwed them. Play a fighter or rogue the first time around, I suppose. Alternately, leave your comfort zone and take a chance. Just reading the boards for a day shows how little trust there seems to be between GMs and players. I guess I don't get it? I mean, it really really comes across all too often that people are so gunshy and have had apparently so many bad experiences it is amazing they ever play again. And I just don't buy it.
I don't, I really don't. I think people had A bad experience, maybe a handful, and are now just so jaded that they won't give anyone new a chance without an ironclad contract on what the GM is allowed to do to them, or what the player is allowed to do in the game.
I've played with people like this. One guy refused to allow anything outside of his control to happen to his character. He would just get up and leave a game if he took more damage than he thought he should, or if there was a chance of death, or if he was denied what he wanted.
I don't care to play with people like that, be they a GM or player, don't get me wrong. Entitled isn't a word that I'd associate with them -- most I would associate are banned here.
But for the love all all the Gods, people need to get a bit of trust for their fellow gamer. I dunno how much of this is the boards exaggeration or just people don't want to associate with "those" people -- the ones who do it "that way." But just like a relationship, if you got burned a few times that doesn't mean everyone of your mating preference are evil and bad... So much projecting of old grievances. People also love to use the forums to complain (and I've done it, too often). I don't quite get the personal attacks against the dms though, and the proud assertions that "well I wouldn't play in your games... or with those house rules... or with those interpretations... or with those restrictions!"
Yes shrill and extremely agitated player, you probably wouldn't be welcome.
Respect and trust are crucial, and not flipping out over what are really minor things compared to how much enjoyment and wonderful times can be had in games.
Since your post was so excellent and on point. I'm going to stop complaining about past dms and poor previous experiences. There really weren't that many and they aren't worth bringing up or projecting to attack other dms. Cheers.

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Orthos wrote: Terquem wrote: often there is a chance the cleric doesn't get the spells they prayed for. This would piss me off to no end, I'll admit that straight out, and probably kill any interest I had in playing under a GM who did so. What a rich opportunity for roleplaying!
"Hey celestial, I didn't get the spells I asked for today."
"Urgh, gross is the entitlement of clerics this millennium. Look if ye hath a problem take it up with the boss."
"I will!"
*Celestial teleports him to the relevant holy plane, and the complaints department*
*Cleric eventually learns the spells he wanted went to a very deserving cleric and were needed immediately for a truly just cause. They really helped and the cleric meets the other cleric that got "his" spells who thanks him and welcomes him as a brother in arms. What is learned furthermore is that spells are not unlimited, even for a deity and hard choices have to be made about where they go. The cleric learns valuable life lessons and further information on how his faith, the powers that be and spellcasting works in the setting*
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The Alkenstarian wrote: Thymus Vulgaris wrote: DungeonmasterCal wrote: I still love the song "Total Eclipse of the Heart". Not exactly a gaming confession, but a confession nonetheless. I don't see how this would get anyone shunned. Curse you two! Now I shall have to shun you mightily. I now have Bonnie Tyler stuck on my brain which is only marginally LESS annoying than having Kim Carnes stuck on repeat in my head!
I'm a child of the 1980s and I DO NOT miss the music!! With the possible exception of Eurythmics, because Annie Lennox' voice ...
And then only sometimes. Maybe.
ARGH! GET OUT OF MY HEAD, BONNIE!! Who am I to disagree?
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One threat to the region that the players encountered, unleashed and then just left right alone was a very old man, who happened to be a lycanthrope with dementia.
He is still causing havoc in the region the players left behind.

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Snowblind wrote: DM Under The Bridge wrote: I could be angry at my players expressing free will and agency, or I could just adapt.
Rolling with the surprises they give me is one of the personal joys of dming for me. One of the reasons I don't think "being put on the spot" is a wholly negative thing.
Be the water my friend... and the dungeons, monsters, traps and obstacles, both knight and bandit and much more.
I think the issue is that when you are "put on the spot" and you don't have a firm idea of the background behind the events you are GMing it is difficult to create an internally consistent story.
Lets have an example: a group of plot relevant bandits ambushing the PCs.
Scenario 1: The bandits do so out of the blue and the GM hasn't put any more forethought into the encounter
Scenario 2: The bandits followed the PCs out of town after some paid informants warned them and they trailed them with the help of a tracker and hustled through the wilderness to get ahead of them for the ambush (the tracker can be one of the thugs with some skill points in Survival).
Now, the ambush will go the same regardless of which of the two it is.
However, here is where it gets unpleasant for the GM.
One of the PCs says "My wolf has Scent can track - where did these bandits come from".
Now, in all likelihood the GM will go "...S***, I completely forgot that was a thing" regardless of the scenario. However, in scenario two the GM can describe the trail leading through the wilderness before leading back to the road they traveled on. Any further investigative actions by the PCs can be handled on the spot because the GM knows what actually happened and just has to reveal it to the PCs at the appropriate time, with a little filling in of minor details. In scenario 2...the GM has to make it up on the spot. If the trail leads back to civilization, there will be implications, like that people would have seen them. If the trail leads back to wilderness, then there should be a place they are staying... But I know where the bandits come from.
I'm very happy for the players to use scent and track (wish they used it more actually). You can also take them on a bit of a merry-go-round while you put together the base in your mind and make it different to others that came before it (maybe it is old smugglers' caves in a series of ankheg tunnels from the last century. The fertilised soil also means there is limited underground agriculture the bandits have been experimenting in supporting).
By merry-go-round the trail doesn't immediately take them to the base (which you need a minute or two to be ready for), but you promise it is leading somewhere unknown (hook them with their own noses and curiosity). Say it leads to a minor river camp, you find their bedrolls and tucked away packs, then a hill where they survey the area (and often smoke a few local plants), then it gets to the caves, and by then you are ready.
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Rakshasha aren't used enough. I must correct this in my own games (alas they don't fit for this campaign).

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DrDeth wrote: Spook205 wrote:
I've never had a prepared adventure survive contact with the PCs. Its why I just get APs to mine ideas.
Field Marshall Helmuth Karl Bernhard Graf von Moltke: "The tactical result of an engagement forms the base for new strategic decisions because victory or defeat in a battle changes the situation to such a degree that no human acumen is able to see beyond the first battle.
Therefore no plan of operations extends with any certainty beyond the first contact with the main hostile force." Thousands of years of Asian strategy disagrees with this approach, where having the larger plan and being ready for multiple outcomes was drilled into the generals and strategists. It is in Sun Tzu, Cao Cao was a man of forward plans and ambition, seek and ye shall find in these sources.
You think many moves ahead, like in chess and many strategy games.
Those that used many skirmishers like the Mongols particularly had to be ready for what comes next after contact, and after that, and after that. Plan it ahead, with the leaders of the armies or warbands acting with a strategy in mind. Do they keep harassing, do they withdraw, do they push harder. The Mongols were apparently very good at this with their flexibly plans after first contact with the main hostile force. Where they could not be effectively retaliated against due to mobility they could just go through their plan of attack, skirmish, lance, repeat, rout the enemies.
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Weeeeeeeeeeeee!
Train rides are awesome.
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Too caustic to have lay on hands. Sad now.
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Tequila Sunrise wrote: DM Under The Bridge wrote: I prefer drakes to dragons.
*Burned to death while also being bombarded with spells*
Wyverns are also far cooler than dragons. Especially if you up their size and upgrade their capabilities. I'm still a fan of the Council of Wyrms setting, and I SHUN THEE! Thank you, I feel like I belong here.
Now to plan to play some Dungeons & Drakes later.
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I prefer drakes to dragons.
*Burned to death while also being bombarded with spells*
Wyverns are also far cooler than dragons. Especially if you up their size and upgrade their capabilities.

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Good thread idea. You say it right - chaos vs. law is (for now) better and more original than good vs. evil.
I've gone for nobles and evil clergy a lot (over the years), but I also like my political schemer games so sometimes the fantasy is low magic.
Others:
Seductive Arabic vampires (*cough* From Dusk till Dawn).
Sahuaghin kidnappers.
Ogre Clans in the process of uniting.
Basically Scots of the Highlands with Macbeth-level scheming.
Centaurs as if they were closer to Mongols (try it! Really works).
Psionic law enforcers that can detect your every crime (players HATED these guys).
A Queen of the Merfolk fighting xenophobic lords, a new Merfolk burning religion and determined to secure the safety of her people for the next 1,000 years via alliances, titles and honours (an unusual baddie to be sure, and one that a player chose to serve).
Others players in a Sword Art Online game, including pvp guilds (how the players relished killing them).
The creatures of Leng and an alien will behind them.
Some of the best I've seen from others
Vietcong led by Buddhist necromancers (and we were poor American soldiers far, far over our heads)
An immortal librarian GMPC leading us to our deaths.
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kyrt-ryder wrote: I believe you're looking at Railroading Jodokai, not GMPCs.
Now, that's not to say that Railroad GM's haven't abused GMPCs to keep the campaign on the rails, because they certainly have.
However, not all GMPC-users are Railroad GMs.
Agreed.
I actually use gmpcs to enable more options and allow the players a bit more punch or finesse (depending on what is needed).

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Jiggy wrote: DM Under The Bridge, do you honestly not understand why people reacted negatively to your post? Here, take another look at what you said (I'll add some bolding to help):
DM Under The Bridge wrote: For the shy, I put them on the spot and ensure they can't remain invisible. They must contribute! You said that.
So, are you not aware that "put them on the spot" is a decidedly negative term? It very specifically refers to putting someone under pressure; generally enough pressure that even someone who might otherwise have been perfectly comfortable might end up faltering.
Since you later said "it's not a pressure cooker", then either you're changing your story or you used the term "put them on the spot" to mean something entirely different than what it actually does mean.
Furthermore, when you say that at your tables "they must contribute", the word "must" means you're placing a requirement on them. It implies demands or social coercion. Perhaps this was another poor word choice? In any case, what you actually said communicated a level of demand and force that of course people would react negatively to.
Go back and re-read what you originally wrote, one last time. Surely you can see how negative it sounded, yes? The responses you got are very far from "nonsense".
Heaven forbid I require my players to speak and make choices in a game that requires you to speak and make choices. ;)
No, I'm not changing my words because of an overreaction.

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Krensky wrote: DM Under The Bridge wrote: For the shy, I put them on the spot and ensure they can't remain invisible. They must contribute! There will also be rp scenes for their character. :D
Later encourage and slowly help them to grow. They level us as the game continues. One of our shy players is no longer shy after three campaigns.
Or they leave your table and the hobby never to return because you decided that you should play amateur therapist and fix them rather than let them enjoy the game.
See my description of A above. I knew it, I just knew someone would go the aggressive route and throw an insult in for good measure.
Well here is the deal Krensky, I am not an amateur psychologist and this wasn't therapy, they didn't leave the table and through encouragement and putting them in the spotlight they became a better roleplayer. This applies to the latest as it applies to other previous shy players before them. I have been doing this for a long time.
If you have a problem with my methods which help players become better roleplayers, come to my table. I welcome you.
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For the shy, I put them on the spot and ensure they can't remain invisible. They must contribute! There will also be rp scenes for their character. :D
Later encourage and slowly help them to grow. They level us as the game continues. One of our shy players is no longer shy after three campaigns.
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Chat to your dm, and say you would like to go for a declare actions and what you are trying to achieve rather than rp everything as if it is you saying it. Show this thread if you like and say you are really struggling but want to still have fun and be helpful.
For example, "I try to trick the guard that I am someone important so I can be let through without a hassle", rather than elaborate roleplaying while pretending to be an important official or noble.
Being clear and direct won't win you any extra wiggle room prior to the roll, but hopefully it can just go straight to the roll and your real world charisma won't matter much. :) Good luck!
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A problem as old as dnd itself. I think real-world charisma counts more than the scores and stats on the page for getting what you want and shaping it to what you wish. This is obvious when a low charisma player is ignored and what he does rarely seems to go his way, with their always being a cost. I try to not let it affect me too much as a dm, but it has. A charismatic friend playing in my games was a force to be reckoned with.
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Trekkie90909 wrote: I find character backstory to be a waste of time. I find making an in-depth character backstory, then having it ignored by a gm that asked for it, to be a waste of time.

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thejeff wrote: kyrt-ryder wrote: thejeff wrote: kyrt-ryder wrote: thejeff wrote: kyrt-ryder wrote: Goth Guru wrote: An NPC that adventures with the party should not know all the command words to avoid the traps. If they do, the other adventurers should rightly assume that they are a plant put there by the enemy. Agreed.
And then there are those times when a Player's PC IS a plant put there by the enemy. I hate that. Do not abuse to PC glow to screw over the party. Can you rephrase that?
Just to clarify on my end, I'm talking about when a normal player is a working for the enemy without the knowledge of anyone except himself and the GM. PCs tend to get a lot of leeway that isn't extended to NPCs. You meet them randomly and bring them along on the quest. A lot of their quirks get overlooked because you all know out of character that if Bob's going to play in the game, Bob's character needs to come along with the party.
It's a party based game. It's metagaming, but it's necessary to a point.
Having a PC be a secret bad guy is abusing that trust.
Now, if it's an open PvP game, where it's acknowledged ahead of time that all the PCs are going to have their own, probably conflicting agendas and it's perfectly fine to reject PCs or to have them go off and do their own thing, that's a different story, but that's not the usual PF game. In Amber, for example, it's perfectly normal - though it's more likely the enemy will be working for one of you than vice versa. What do you mean by 'open PvP'? PvP in general certainly isn't something I would encourage in a group, but I view characters independent people with their own goals and motivations and such.
If a character happens to be working for the other side [say for example when I once played the Sith Apprentice masking his nature in a Starwars Saga game during the era of the Rule of Two, who manipulated the party into helping me kill off my master so as to become the new Sith Lord, or when I ... What is this contact?
Where is this contact?
I didn't sign it.
Lawfuls again trying to make everyone play the same, and according to their rules on behaviour, tsk tsk tsk.

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There have always been, but the numbers are not the same. PF really has gone to the dogs, and in this case the dogs are the packs of players obsessed with ever increasing numbers (to hit, ac, save and hp fixation), powergaming via ever-stronger builds and the tactical challenge where the tactical challenge is novaing battles as fast as possible (or they will call you sh*te and say you are doing it wrong). By gone to them I mean they have a very strong presence now, and given what we can observe online, they certainly aren't weakening. I don't buy there is no change to gamers and that it is just the same as it always was. Fantasy games now are not the same as early fantasy, the rules and systems can be very heavy and more suited to this newly powerful crowd. What I think I'm hiding in your closet is grappling with are the uncreative build-and-calculate crowd over less stat, ability and item obsessed roleplayers. That many players want to craft and fill all their slots shows a direction of sameness and it is as dull as a dead doormouse not even worth 1 xp.
We could look to the language and the terms that have become really common to see the changes. Then consider what type of games the language is facilitating, and what is being left far far behind.
Clearly I'm hiding in your closet has won the thread, because what he has said has led to people try to chastise and shun him and his ideas. He wins!
Alas he has also taken this a touch too seriously and got defensive. I thought this was meant to be a satirical thread, weird to see it get so serious from multiple participants.

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Joe Hex wrote: DM Under The Bridge wrote: Musicians in armies have been a thing, for a very long time. One reason being humans have such fluctuating morale and we are easily emotionally affected. But a group of four or five PCs, is not an army. If it's song, dance, or oratory, it is ridiculous in the middle of combat. I'd be pissed if a member of my party was reciting poetry while I was chopping off heads. I think it's dumb that the poetry made my balls bigger in combat, and gave me buffs that are purely based on mechanics - it's silly.
It's fine if the Bard's performance had some influence on a crowd in a tavern- that makes sense.
But... that's just my confession- I hate the Bard- I get that many don't agree. In this case I am the odd-one! :) The Bard is SILLY to me. Capoeira mixes dancing into a martial art. Muhammad Ali mixed dancing into his best fights (to taunt, because it worked!). This went on to influence other boxers and ring fighters. Historical duelists of the French nobility were also trained in and influenced by dancing (it paired well with the smallsword and its emphasis on footwork), yes including the very lethal ones like Chevalier D'Andrieu (that guy killed tens of fighters in duels, see Braudy 2005). The Maori are famous for being brutal infantry capable of defeating the British army many tech levels above them, and they are also famous for their haka dance (which they still perform before matches in sports).
You may have a very serious & stern view on what fighting is and involves, but real fighters have already pushed the boundaries by including dancing in and before combat.
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My friend gifted me some 2nd ed books recently. I held back the tears of happiness.
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thegreenteagamer wrote: You know, in regard to the four armed noble ginsu saguahin, I think you did the right thing, DM Under. Sometimes you just need to say "No".
"Ooh, but you're not respecting my concept."
"If your character concept doesn't fit the established guidelines of the game as presented by the GM, then change your concept."
I mean it's not like that's the only possible character type he could've played. When there's billions of combinations possible with as many races, classes, feats, and traits in the game as there are, saying no to a handful isn't really stifling creativity.
Better a legit allowed combo that isn't secretly gimped IMO than secretly nerfing a player who chose an idea you weren't comfortable with in the first place.
Thank you for the support. I will go have a salutary green tea in your honour.
Mmmm, it smells nice.
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TriOmegaZero wrote: DrDeth wrote: But certainly there can be Bad DMPCs and Good DMPCs. I agree! I am also in agreement.
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No, I have a better solution.
The party want to find a place to rest. The dm suggests you find a safe spot.
Party goes looking for a bit, find a broken door. Inside are the remains of an adventuring party. Their bedrolls are laid out, as are their bones, with dry leathery skin still clinging to them. The dark pools and great dried bloodtrails indicating they were hit hard, that something tore through them spraying their blood to the walls, with a touch even making it to the roof. Rending may have been involved, and axes, and no corpse has all its limbs attached.
"You might want to think about where you sleep" says the DM.

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The Alkenstarian wrote: Take a page out of one of the worst nazi scumbags' playbook and do a Josef Terboven.
He was the Reichskommissar for Norway and a thoroughly despiccable character in every conceivable sense of the word (he once tried to obtain permission to arbitrarily execute 10.000 randomly selected Norwegians as payback for a particularly effective piece of railroad sabotage committed by the Norwegian resistance).
When the war was finally lost, Terboven grabbed the corpse of his chief of police, a bottle of alcohol and a 50 kilo box of dynamite, and went to his tiny airraid shelter in the garden of his headquarters, where he sat down on the box, with the corpse at his feet, drinking the entire bottle of alcohol and then pressing the detonator.
Due to the compression of force within the bunker, he was struck not only by the initial explosion (which would certainly have killed him outright) but by every rebound from every wall, from the ceiling and the floor as the force of the blast ricocheted back and forth many times.
He was thusly one of only a handful of people who can truthfully be said to have been blown to pieces more than once.
Couldn't have happened to a more deserving guy either.
Admirably thorough.
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Kalindlara wrote: Apparently I'm just superhuman at this whole NPC/DMPC thing. ^_^ We should form a league or something.
I'm just surprised it was so easy to be superhuman. It only took a few years from running games.
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Hama wrote: bookrat wrote: So after talking with some of this person's friends, cheating and lying are known problems for this individual. I guess they've just gotten used to him doing this and don't even bother with it correcting it anymore. As one of his friend's told me, he has an urge to "win" at every game, and if he has to cheat to do it he will. I was also told "I don't even have to look at his character sheet to know that all of his 'mistakes' are in his favor, and if you call him on it he'll just lie and say he didn't know." I wouldn't even give him a chance to explain. He would be booted so fast... So fast... And his name written in the codex stupidicus under "lost causes".
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Fair, fair, I see where you are coming from. A frog in a deep well knows nothing of the ocean. There is no ocean, there can't be an ocean, because there is the well and only the well, and it "always is like that and it never is different".
Thank you for briefly sharing your own foray into it. You have clearly communicated that you did it badly once upon a time. There is no shame in mistakes far in the past. I would like to encourage you to message me if you would like to try the ocean, be helped to get to the ocean or hear what it was like.
George Carlin should be taught and discussed in schools, but not deified.
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