The MOST EVIL thing a DM can do?


Pathfinder First Edition General Discussion

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I'm surprised noone's brought up the mimic in the outhouse.

Though we had a GM-my now husband- who ran Ruins of Myth Drannor (2ed FR) ina 3rd ed setting (pre-PF) it ended spectacularly when the barbarian with the returning thundering handaxes hit the mimic the bard was glued to. Which set off a ripple. Sending him into a rage, and confusing the fighter, who was promptly hit by the axes..which set off another ripple, which confused the cleric, who flamestriked (flamstrook?) the mimic and the bard, which set off a ripple...you get the idea..

Long story short: The Barabarian killed the fighter, the cleric ran off to be eaten by a pack of random-something-nasty while confused, the ranger I think was nuked by the cleric pre death and the bard stuck to the mimic lasted the longest, though he did eventually get eaten (by said mimic). At least he was unconscious when it happened.


Perhaps this isn't very "evil", but during the run up to the start of my current campaign I gave the players the impression it was going to be a military style game. I gave them loads of background info about their Company, the legion said company belonged to, the empire they belonged to, etc. Down to troop numbers, commander's names, names of the other companies. I gave them I tiny amount of info about the land they were invading, the city they were laying siege to, the enemy troops. They picked a Sgt. and a Corporal from their party. Picked gear from the standard issue kit.

After all of that, after the first mission/battle, I had their entire company wiped out in a betrayal by their own allies, framed them for treason, and sent them on the run. Now they're stuck in a strange land with few allies and a price on their heads, eking out a living as mercenaries/adventurers. Basically, they're the A-Team.

Now they're completely paranoid, suspecting that everyone they meet is involved in one conspiracy or another. I even had trouble introducing a new player to the group, as they even suspected him. Every NPC they meet who is even slightly devious is a evil mastermind. Of course I play it up. Strange people are watching them, shady dealings are afoot, and they did uncover a completely different conspiracy, but figured the wrong NPC for the mastermind. THAT NPC is working for the Empire's allies, but they don't know that yet.

I like the bait and switch, as long as it isn't a complete 180*.

Dark Archive

I'm about to spring the following on my players.

They're only 4th level at present, however as a lead in to the final module I intend to run in this campaign, WitchWar Legacy, they're taking a little break from the Carrion Crown adventure path to do some Pathfinder Society business up north. In the middle of this, they will acquire a scroll tube, covered with all sorts of dire warnings about opening it from the Baba Yaga kith and kin. This scroll tube will have a map in it leading to the site of the adventure for when the time comes.

I'll make sure that the rogue in the party can, by taking 20, detect that there is a trap on the thing - DC 34. It's a spell, of course - summon monster IX, a few chaotic frost giants.

So what's evil about this - well, it depends on whether the players believe that they couldn't possibly be confronted by a trapped item which might TPK them. What they should do, of course, is wait until they're high enough level to open it safely, especially if they figure out that it's going to be a 9th level spell going off.

But, you know, curiosity kills the party, and I'm presenting them with the opportunity to commit TPS (total-party-suicide) if they want to take it. I've done it before, so they know that I do not adhere to the PC/GM contract which says you will never encounter something that you shouldn't run away from / leave well alone.

We'll see.

Richard


Pathfinder Adventure, Starfinder Adventure Path Subscriber
chopswil wrote:
It's called "Vecna Lives!" a 2e module

Sounds like very cool idea... how did it play out?


Pathfinder Adventure, Starfinder Adventure Path Subscriber

Back to the OP.

I did have a female character in a GURPS Conan campaign who was r***ed, I was less than impressed. - It's not something I have felt the need to repeat to any PC at my table.

Most of the time these topics are talked about off-screen, I have played through the AP that involved the necromancer. These issues just highlight how different the BBEG's are compared to our own characters - and served as motivation for the party. (We are all well over 18 having played for years now).

There was no negotiation; just pure undiluted focus, there was no turning back, no quarter given. We overcame the BBEG's and torched the residence. (ensuring that the fire didn't spread off the property) we burnt everything to ash.

It's a powerful motivator, but really doesn't need to be overused.


if the DM runs a boring game, that's pretty evil. I never ever want to sit in someone's basement waiting for an hour in between combat rounds, or waiting for the DM to orchestrate some elaborate opening scenario that brings all these PCs together for the first time. "You're at a tavern ..." Please, spare me!

This complaint is a big selling point of Paizo's Adventure Paths, by the way. They show you how to get the ball rolling IMMEDIATELY. "You're enjoying the Swallowtail Festival when ..."


Yeah, if it isn't their intent it is just unfortunate.

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