1001 Things To Break Your Player's Will To Live


Gamer Life General Discussion

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1. Paint it Black


2. Enforce encumberance rules.


3. Demand they keep track of the volume of their items (so if a backpack could be assumed to hold 2 cubic feet of stuff, require them to track how much space is available).


4. Ask them what they are doing with their horses out in the wilderness as they go down a dungeon for a week.


5. After they have raided a dungeon and are all loaded down with loot, have a group of really stealthy types sneak in at night and steal all the good stuff, replacing it with bags of sand of the same weight.


6. Make sure PCs have correct trail rations and water supplies (including a water skin to hold the water). Also include deterioration of supplies. Add dietary requirements.


7. Have them find a giant pile of platinum coins (10,000+). Make them describe in the tiniest detail how they will transport all of it. Once they get to town, tell them the coins were minted in an enemy kingdom and that being caught in possession of even a single copper from that kingdom is a crime punishable by death. Now make them describe in the tiniest detail how they get rid of all the coins before drawing attention to themselves. Really great if the party has a Paladin/other LG character sworn to uphold the law.


8. 100 XP penalty everytime they quote Monty Python (or whatever the favorite quote fodder is at your table).


9. Make sure every monster (which comes in hordes) uses the grappling rules and uncommon combat options. Grapplings, overruns, and so on. Have mages use black tentacles, preferably several of them. Give every monster combat reflexes to ensure the attack of opportunity rules get used well. And all this, do it in difficult terrain.

10. Enforce mapping after your verbal descriptions, and only allow exact measurements of the walls if the PCs take time to do the actual measurements.

11. Have much water in every dungeon. Make sure the PCs have to explain how they try to keep things like scrolls, spellbooks, clothes, and so on, dry. Enforce swimming/encumbrance effects.

12. Use aerial combat whenever possible. Showing battles in three dimension and flying turn rates is So. Much. Fun.

13. Don't tell them what magic items are. They have to use magic to understand the items. Every little wand naturally has a command word they have to do research to find.

14. If they go into the sewers, or fight otyughs, the smell gets into their clothes. Unless they use magic to fix it, using those clothes again means they get a reaction penalty because they stink.

15. Use the spell Guards and Wards. Seriously.

16. If a wizard ever researches a spell, have them find that spell mere hours after he's finished.

17. Enforce the alignment rules. Any chaotic person obeying a policeman, no matter what it's about, instantly becomes lawful. Any evil person using a cure spell on someone else becomes good. BWAHAHAHAH!!!


Oh, yeah...

18. Devise a dementedly complex game that's played where your PCs happen to be passing through, something á la football or somesuch. Make up leagues, teams, traditions, and everything else you can think of around the game. Then make sure their next adventure requires not only understanding the game, but excelling at it. As a final step, make the game not very exciting. =)


19. Tell them "That's not what your character would do."
20. Charm person/dominate.

Liberty's Edge

Have low-CR monsters/NPCs use:

1. Caltrops

2. Tanglefoot bags

3. Poison

4. Flanking and Aid Another

5. Coup de Grace whenever a PC goes down

6. Tower shields

7. Trip and Sundering

8. Weapons with reach

9. Picks, Scythes, and any other weapons with x4 crit modifiers


30. When they search for traps, smile and say "You don't see any."

31. Smile...then look at a mini.

32. Put a mini on the table of their most hated enemy and ask it for advise. Then Smile and nod knowingly. Nothings scarier thatn a crazy DM.


10. Sphere's of Annihalation, not endagering the PC's, but put around every corner and at the bottom of every pit.

11.Never let them retire a character, or re-use one that died very quickly.


12. Puzzles that the players must solve. Especially difficult ones like a giant Sudoku puzzle. ;) (I did this one. My players, via death threats, extracted a promise never to repeat.)

Grand Lodge

Neil Mansell wrote:
6. Make sure PCs have correct trail rations and water supplies (including a water skin to hold the water). Also include deterioration of supplies. Add dietary requirements.

Holy crap, this could totally work with the product in this link, or at least I hope so, lol.

http://www.kickstarter.com/projects/gamingpaper/gaming-paper-adventures?ref =search

ive pledged, so as long as it reaches the goal, Im getting it. Looks like it could end up taking characters several days to finish it, and if say, there were enemy archers in there who specifically targeted their water skins, or a caster who could decay food or something like that...it would make this thing all the more annoying, lol.


13. have a rat eat the players food while they are sleeping.


14. have a rat nibble on the player's food while they are sleeping. Next day, have them save for filth fever.


15. Give the player a love intrest for the entire campaign. In downtime before the final session, have her commit suicide (GM did this to me).

Shadow Lodge

39. Give the player a love intrest for the entire campaign. She's the BBEG.

Edit: Counted from Mr. Fishy's, and this is the current number.


40. When the party leaves a dungeon to rest, pack up your books and tell them to have new 1st level characters for next game. The BBEG succeeded in his diabolical plan and the world is destroyed.

The Exchange

41. Track bowstrings.


42. Make every shop owner and barkeep in the entire campaign be a high level former adventurer. Have them constantly talk down to the party like they're children. "Aw, is this your first +1 sword? That's so cute! I remember my first magic sword. Of course, I was about 5 years younger than you are..."

Sovereign Court

43. Tell your players you're going to use Item Saving Throw rules and tables from the AD&D DMG.


44. Tell the players that as of this game, all the characters have to be converted to 4.0. Then yell "April Fools!" after they start ranting.


45. Use rust monsters against the party. Excessively. Have them used as mounts by the bad guys (kobolds work well). Arm the riders with (wooden) lances and give them spirited charge.


46. Run a year long campaign in which the characters advance from 1st level to 20+, and are on the brink of demi-godhood. Have a huge fight that lasts the better part of a day and travels from plane to plane, throw absolutely everything at them. When they finally achieve victory, tell them they wake up as 1st level commoners and it was all a dream.

Then run...very, very fast.


47. Send hordes of creatures who are just low enough CR so the PCs don't get XP for killing them, but are dangerous enough that they have to take the threat seriously. Keep doing this until the PCs are out of Fireball/Lightning Bolt/Flame Strike/whatever. Then throw the level appropriate enemies at them before they have had time to rest and regain spells.


48. After every fight with a BBEG, tell the group "It was all a dream..." Tell them they wake up without any levels or loot they have accumulated throughout the campaign.


49. Devote yourself to designing hundreds and hundreds of NPCs. Avoid giving them a personality or other distinguishing marks. Tie solving mysteries and adventures to knowing which NPC is which, and who was who's aunt. Give no tables or remembering aids. Play rarely, no more than once every month. Make sure that it's the earlier and smaller NPCs they need to know about. Have everyone take offense if not greeted by the correct titles, if the PCs ask about things they should know.


gran rey de los mono wrote:
47. Send hordes of creatures who are just low enough CR so the PCs don't get XP for killing them, but are dangerous enough that they have to take the threat seriously. Keep doing this until the PCs are out of Fireball/Lightning Bolt/Flame Strike/whatever. Then throw the level appropriate enemies at them before they have had time to rest and regain spells.

Creatures with SoD gazes work best for this, stuff like bodaks and medusas. Because if they roll a one on a save they're done.


50. Habitually optimize every being they face to the same degree they do their own characters. Gooses and ganders, after all.

Shadow Lodge

51. Have them find a Belt of Physical Might that also changes their gender.

52. If a male character found the belt from 52, they are now pregnant.

53. See 52, but the race of the fetus is random(but is still safe to birth normally. No fire giant babies for a halfling).


54. Every magic item they find is either cursed or can only be used by followers of a certain deity that none of your PCs follow.


55. Always let them fight creatures that are too small or too large for their equipment to be useful.

56. Hand out tons of drow equipment that dissolves in sunlight and regularly send them into the desert.

57. Use allips liberally. There is just something about saving once per allip per round that warms a sadistic DM's heart.

58. Enforce the appraise rules, including tracking what different people evaluate things to be worth, before selling them, and so on.


59. Make them ride the plot wagon.

60. Only award XP to the character who actually delivered the killing blow.

61. All enemies kill each other/themselves when at low HP so as to deny the XP to the party.

62. Create an NPC who follows the party around doing nothing but bugging them. This NPC can be run away from or killed, but will always reappear within minutes to continue his harrassment.

63. The entire campaign world is under a permanent Zone of Truth that does not allow SR or saving throws.

64. Abolish dice. Anytime a die roll would normally be called for, require them to either role-play (for social situations, like Diplomacy or Intimidate) or physically act out their actions (for attacks, saves, and the like). Success or failure is solely up to how impressed the GM is.

Liberty's Edge

gran rey de los mono wrote:
64. Abolish dice. Anytime a die roll would normally be called for, require them to either role-play (for social situations, like Diplomacy or Intimidate) or physically act out their actions (for attacks, saves, and the like). Success or failure is solely up to how impressed the GM is.

That actually sounds like a lot of fun. At least until the DM declared me dead, lol.


Cuchulainn wrote:
gran rey de los mono wrote:
64. Abolish dice. Anytime a die roll would normally be called for, require them to either role-play (for social situations, like Diplomacy or Intimidate) or physically act out their actions (for attacks, saves, and the like). Success or failure is solely up to how impressed the GM is.
That actually sounds like a lot of fun. At least until the DM declared me dead, lol.

This already happens on a fairly regular basis. It is called LARP :(


Cuchulainn wrote:
gran rey de los mono wrote:
64. Abolish dice. Anytime a die roll would normally be called for, require them to either role-play (for social situations, like Diplomacy or Intimidate) or physically act out their actions (for attacks, saves, and the like). Success or failure is solely up to how impressed the GM is.
That actually sounds like a lot of fun. At least until the DM declared me dead, lol.

I'm actually doing this in place of Diplomacy rolls in Serpent's Skull. Because the PCs don't have diplomacy and/or have a charisma of 7. It's working out amazingly well in that everyone's happy with the results, it doesn't bog down the game that much, and it lets the players get around one of the glaring deficiencies that comes with having only two PCs.


65. Have them meet wizards/sorcerers who know Evan's Spiked Tentacles of Forced Intrusion.


Sphen86 wrote:
Cuchulainn wrote:
gran rey de los mono wrote:
64. Abolish dice. Anytime a die roll would normally be called for, require them to either role-play (for social situations, like Diplomacy or Intimidate) or physically act out their actions (for attacks, saves, and the like). Success or failure is solely up to how impressed the GM is.
That actually sounds like a lot of fun. At least until the DM declared me dead, lol.
This already happens on a fairly regular basis. It is called LARP :(

Yep, I know about LARPing (though I don't personally participate). I suppose I was thinking more about the games I play in as opposed to gaming in general. The folks I play with want everything to be, ultimately, settled by dice. Roleplaying social encounters is great for a bonus (or penalty) to your roll, but in the end they want to roll some dice.

I also thought it would be funny to see some my fellow gamers (and me) try to tuck-and-roll behind the sofa to emulate a Reflex save, or eat a really hot chile pepper in lieu of a Fortitude save.


66. Put traps in the most unusual places. Such as a pit trap in the middle of town, or a poison needle in the latrine.

67. Choose a PC randomly at the beginning of each session. For the duration of session, all enemies hate him/her and will focus on attacking him/her unless another character succeeds in drawing their attention (typically by massive damage).

68. Make all the players' favorite foods. Display it where they can all see and smell it. Don't let them eat any of it.


69. Act like an immature idiot (ha, ha, ha...69)

70. Inform them that they must pay you to use the toilet (this assumes you are playing at your house, although it could be very interesting to try and enforce this rule if playing at someone else's house).

71. Randomly say odd things. Hammock fluglehorn glockenspiel. Ni.


72. Trolls with Fire and Acid Resistance.

73. Give them fleas.

74. Give their characters fleas, too.


75. Attack the pack animals/cohorts/camp followers. Dire crocodiles at riverbanks are great for this.

76. Allow them to raid a vault for a stunningly powerful magical artifact. Then sit and smile. Ask politely what they would like to do next. Offer no guidance for use on the magical item. Ever.

77. Act as if a specific item is extremely important and valuable for your campaign (inquire who's using it, where it is, take specific notes). That item is horribly cursed.

78. Give the party a powerful exotic weapon right as they hit a feat level to mess with the fighter's progression plans. Bonus points for a double weapon.

79. Have the party venture 2 weeks on foot to find what happened to an abandoned city. When they inevitably raid the banks, have them find 15,000 gp in coins. Inquire how they plan on transporting it. You see, a functioning city bank keeps large amounts of copper and silver on hand. In fact, 6,000 GP of the funds available are copper. Which is going to weigh about six tons.

Dark Archive

80. Use appropriate tactics for the bad guys

81. Concentrate attacks on one PC at a time

82. Give the bad guys a controller "god" wizard

83. Give the bad guys high crit-range weapons

84. Have really long pitched battles in five foot wide corridors

85. Use totally inappropriate minis that break the mood

86. Get your cat to walk across the battle mat regularly

87. Play inappropriate background music

88. Use sunder as a standard tactic

89. Play light source and vision rules properly

90. Target light sources as a standard tactic

Dark Archive

91. Use spells that make those that fail their saves sit around twiddling their thumbs or running away while the rest of the party have fun. eg Color spray, sleep, fear, create pit series, stinking cloud,

92. Over-egg the challenge rating so that you TPK on a regular basis. Never let them through an entire campaign from end to end with one character.

93. Set a body count target of at least one PC a month.


Thomas Austin wrote:
41. Track bowstrings.

Wow, we're actually doing that in our game. Never seen in it done before, but our Archer rolls so many natural 1's and our DM doesn't have the heart to have her accidentally shoot someone, so he just has her bowstring snap. She's literally carrying around at least 10 bowstrings.


Jandrem wrote:
Wow, we're actually doing that in our game. Never seen in it done before, but our Archer rolls so many natural 1's and our DM doesn't have the heart to have her accidentally shoot someone, so he just has her bowstring snap. She's literally carrying around at least 10 bowstrings.

We had that happen to one player until he forked over the cash for mithril bowstrings. Now they don't snap nearly as often, plus he used one to garrote a werewolf.


94. Change the prices of items, drastically, based on whether the PCs are buying or selling. So a +1 Longsword might cost them 3,500 gold to buy, but they can only sell them for 50 gold.

95. Inform players periodically that they have taken damage. There is no reason for the damage, just dole it out and watch how they respond.

96. Do #95, but in between sessions. Send a random player an email telling them that there character has taken damage.

97. Demand a detailed character history from each of them, including where they grew up, information on their siblings, how they became an adventurer, and what their goals/motivations are. Make them stand in front of the group and read it aloud. After everyone has done that, tell them that none of their backgrounds fit the setting and make them create new characters from scratch, complete with detailed background. Refuse to give them any hints as to how to fit their characters into the setting. Repeat until they all give up.

98. Create/find a series of randomised charts that allow you to make up dungeons/inns/NPCs/encounters/etc on the fly. Run an entire campaign using only these charts.

99. For the random encounters chart in #98, put the entire Bestiary on one chart. Watch the player's confusion grow as the completely illogically designed dungeon is populated by creatures irregardless of how likely they would be there. For instance, if your players are trekking through an active volcano (so its nice and hot), enjoy the looks on their faces when the random chart declares they face something like a frost giant or white dragon.

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