Clever ways to derail your game and annoy your GM


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Liberty's Edge

I am setting this up so people will post here until we can convince the people running the boards to create a subgroup for these kinds of conversations so people who like to do these kinds of posts will go there and leave the rest of us on the messageboard alone.

:)


Refuse the premise of your GM's game.

There is always two ways of going about any problem. No matter how linear the adventure, there is always a second way to do it. If you have a dungeon with a bad guy in side, you don't have to go in and kill him. You can just collapse the tunnel.

I have an issue of Kobalt Quarterly with a beer and pretzels dungeon crawl where a rogue of sufficiently high level and his friends say they will kill the party if the party doesn't go into a dungeonish area and kill what's there for them. This adventure's writer just assumes that people showing up to play the game will just go along with any crap put in front of them. I know my players would never go for it. They would abandon the dungeon at first chance and spend the entire game trying to screw over the thieves guild. If they found that impossible, they would leave town. The end.

Derailing games is only an issue if their is a rail. Sometimes players need a rail because without one, they can't figure out how to go anywhere.

If a player is too lazy to follow a rail and too stupid to proceed without one, then players who derail a story are a big problem. If players jump the rail to annoy the GM but the GM isn't capable of going on without it, and is too coy and emotional to just ask the players to stay on his boring rail, the game won't work.


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this is NOT aimed at Ciretose...just the question in general...see below

Why do this anyway, its petty, annoying and stupid to de-rail a game that the GM has spent his own time creating, why not try Gm'ing yourself, you might relise how much time and effort it takes. Not to mention the other players in the party who may want to play the game and the fact you would be ruining their fun too!

If you are going to sabotage someones game, grow-up and don't bother playing.

Simple!

Rant over!

In take it Ciretose is trying to say the same thing in a rather more subtle way though ;) Thanks :))

Silver Crusade

Spam level 0 spells. Create water is a favourite. Either torrents of water flood the dungeon, kill all the monsters, and the PCs pick the loot off the bodies, or else the game screeches to a halt to be replaced by a graduate-level physics class detailing water volumes and dispersal rates.

Similar things happen when somebody decides to cast their 0 level buff over, and over, and OVER. Either the DM just says "f*ck it" and gives them the bonus permanently, or else you spend the whole game with stopwatches and arguments...


Be flaky. Be unreliable. Be tardy. Talk/text during the game. Start a non-game conversation with the player across the table from you and be loud. Cheat. Lie about dice rolls.

Just be sure to cry, cry, cry when the GM boots you out or starts lying to you about the game time/day/location.

And most importantly, come complain on the internet when your attempts to derail the game have consequences you don't like.

I agree that there should be a special place on these boards for this kind of discussion.


Mike J wrote:
I agree that there should be a special place on these boards for this kind of discussion.

I really hope you guys are being facetious.

Silver Crusade

Do random, unhelpful, disruptive things, then claim you're just "roleplaying" your CN alignment.


Evil Lincoln wrote:
Mike J wrote:
I agree that there should be a special place on these boards for this kind of discussion.
I really hope you guys are being facetious.

You have a sarcasm SIGN?! :D


Play a Paladin (The bad way)

Look down your nose AT EVERYONE.


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I'll never join a party because my character is a cool loner who never gets close to anyone. My guy totally wouldn't hang around with those characters anyway.

I'm going to wander off looking for stuff to steal, or clues relating to my elaborate isolated backstory. If the GM is any good, he'll run the story I've planned out as a separate campaign in parallel and I'll never have to roleplay with the other players!


Roll a dice for EVERYTHING, including (and especially) in situations normally not involving a roll.

Insist on every modifier. Make sure you ask your DM for situational favourable/unfavourable modifiers...


uriel222 wrote:
Spam level 0 spells. Create water is a favourite. Either torrents of water flood the dungeon, kill all the monsters, and the PCs pick the loot off the bodies, or else the game screeches to a halt to be replaced by a graduate-level physics class detailing water volumes and dispersal rates.

Graduate-level physics aren't really required.

The level at which you can reasonably expect to be able to get away with this (in terms of the dungeon's residents not having tricks in place to circumvent this, or simply kill you for trying) is about level 5, I'd say.

Even a small dungeon easily contains 35,000 cubic feet of space. That same space can hold in excess of 260,000 gallons of water. Casting create water every round for 24 hours straight, no breaks, no sleep, will result in a conjured 144,000 gallons of water; enough to fill the dungeon halfway, but not to drown anyone in torrents. And, at that point, water will start to disappear at the same rate that you create it, so the dungeon will never become more full.

And bear in mind that this is for a small dungeon of about five rooms. And even then, the water would pour in at about the speed of your bathtub faucet. Hardly life-threatening.


Of course, for many GMs the irritation of unlimited cantrips/orisons has nothing to do with "abusing" the rules, and everything to do with the obviation of basic resource management challenges starting at level 1.

If you can't play the resource management game at level 1, then when can you play it? Why even have a waterskin on the equipment list?


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Evil Lincoln wrote:
If you can't play the resource management game at level 1, then when can you play it? Why even have a waterskin on the equipment list?

Who still puts a waterskin on their equipment list? Live in the now, man.


Patrick Harris @ SD wrote:
Evil Lincoln wrote:
If you can't play the resource management game at level 1, then when can you play it? Why even have a waterskin on the equipment list?
Who still puts a waterskin on their equipment list? Live in the now, man.

I'm a GM. I live in the future. And I want that future to have waterskins at level 1. When the players are superheros (read: level 3) they can forget about all that stuff, but this is level 1 people!


Who still starts at level 1? =P *flees*

In seriousness though, the last time I started a campaign at 1st level was back in 2006. Ever since then it's been 3rd more often than not, 2nd at bare minimum.


Evil Lincoln wrote:
Patrick Harris @ SD wrote:
Evil Lincoln wrote:
If you can't play the resource management game at level 1, then when can you play it? Why even have a waterskin on the equipment list?
Who still puts a waterskin on their equipment list? Live in the now, man.
I'm a GM. I live in the future. And I want that future to have waterskins at level 1. When the players are superheros (read: level 3) they can forget about all that stuff, but this is level 1 people!

This is why my next campaign starts at level half. Everyone starts at NPC level 1 (as a commoner or warrior only), which then gets replaced with PC level 1 after an XP point is reached.


cranewings wrote:
Refuse the premise of your GM's game.

I am ashamed to say I did this relatively recently, when a friend wanted to run a game. I didn't like the premise he was going to use, and wasn't very helpful in the opinions I expressed. He decided not to run the game, because of me.

He hasn't GMed in a long time (years), and it looks like we may have to wait a long time before he wants to GM again.

As I said, I am very ashamed of myself. :(

Scarab Sages

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Judging from other threads here, I'd say the easiest way to have the campaign implode, is to drink the GM's milk.


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Snorter wrote:
Judging from other threads here, I'd say the easiest way to have the campaign implode, is to drink the GM's milk.

That only works if you're a churlish, skinflint boor who drinks the milk then curses incessantly about how misunderstood you are.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Scott Betts wrote:
uriel222 wrote:
Spam level 0 spells. Create water is a favourite. Either torrents of water flood the dungeon, kill all the monsters, and the PCs pick the loot off the bodies, or else the game screeches to a halt to be replaced by a graduate-level physics class detailing water volumes and dispersal rates.

Graduate-level physics aren't really required.

The level at which you can reasonably expect to be able to get away with this (in terms of the dungeon's residents not having tricks in place to circumvent this, or simply kill you for trying) is about level 5, I'd say.

Even a small dungeon easily contains 35,000 cubic feet of space. That same space can hold in excess of 260,000 gallons of water. Casting create water every round for 24 hours straight, no breaks, no sleep, will result in a conjured 144,000 gallons of water; enough to fill the dungeon halfway, but not to drown anyone in torrents. And, at that point, water will start to disappear at the same rate that you create it, so the dungeon will never become more full.

And bear in mind that this is for a small dungeon of about five rooms. And even then, the water would pour in at about the speed of your bathtub faucet. Hardly life-threatening.

And that includes the ludicrous assumption that the dungeon is hermetically sealed and no water will seep into the ground.

Grand Lodge

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Diet Coke and Mentos?

Silver Crusade

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I know that create water doesn't work that way. The point was, if you're a player who wants to derail a game night, just start arguing about it.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

@Jerry Wright:
I, too did such a thing in the past. The GM actually used the campaign theme that the rest of the players wanted [high seas / piracy sandbox] to start with, but instead of letting us play pirates [we were all level 5], he immediately sent us ashore to purchase apples for the captain. None of us got to do anything even remotely pirate-y, nor did we even know the name of our ship. Derailing that was a pleasure. Whole affair lasted maybe 2 hours.


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uriel222 wrote:
I know that create water doesn't work that way. The point was, if you're a player who wants to derail a game night, just start arguing about it.

Evidently, this holds true for threads also.


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Stay at home.

Everybody wins!


Evil Lincoln wrote:
uriel222 wrote:
I know that create water doesn't work that way. The point was, if you're a player who wants to derail a game night, just start arguing about it.
Evidently, this holds true for threads also.

No it doesn't. =)


Stockvillain wrote:

@Jerry Wright:

I, too did such a thing in the past. The GM actually used the campaign theme that the rest of the players wanted [high seas / piracy sandbox] to start with, but instead of letting us play pirates [we were all level 5], he immediately sent us ashore to purchase apples for the captain. None of us got to do anything even remotely pirate-y, nor did we even know the name of our ship. Derailing that was a pleasure. Whole affair lasted maybe 2 hours.

HAHAH!! This EXACT scenario happened to us. We were told "airship pirates game" and made an insane party running the gamut of Neutral alignments plus one Evil (LN Dread Necromancer for ship's doctor, TN Totemist for ship's cook, CN Warlock [Me!] in the Crow's Nest, LN Shadowcaster as First Mate, and CE Warmage as Ship's Mage).... then got stuck on a ship with a CG captain who was essentially Robin Hood On A Boat and all about saving other ships from pirates. The only really piratey thing we got to do was shoot down another ship full of pirates.

If the campaign hadn't died after the first four or five sessions we would have mutinied once we reached level 4 and stood a chance against the Captain.

Silver Crusade

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Evil Lincoln wrote:
uriel222 wrote:
I know that create water doesn't work that way. The point was, if you're a player who wants to derail a game night, just start arguing about it.
Evidently, this holds true for threads also.

True enough! From now on, I'm bringing up create water on every "what alignment was this?" thread. :)


Madclaw wrote:
Diet Coke and Mentos?

Use regular coke for better stickyness.

Sovereign Court

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Just show up and tell everyone you rolled a Drow noble.


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GM: ...As you're sitting in the tavern finishing up your drinks, an official-looking person approaches you. He says, "Greetings, travelers! I may have a job opportunity for stalwart adventurers such as yourselves! We have reports of a..."

Player: I punch him in the face.

------------------

GM: ...as you follow the ancient map to the lost temple, you find that the path you're on leads into a small fishing village. There are seven or eight cottages and a small wooden pier with two fishing boats moored to it.

Player: We steal a fishing boat and go hunting for pirates!

------------------

GM: ...you've landed your war wyverns behind enemy lines. You think that you may have been spotted by the watchtowers of the city that you flew over. You're not sure where the traitor may have gone from here.

Player: [looking at player handout] Hey! Let's go ask the kobolds!


Midnight_Angel wrote:
Madclaw wrote:
Diet Coke and Mentos?
Use regular coke for better stickyness.

No. Doesn't work. You don't get a fountain unless there is diet in the coke.


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Create a Chaotic Neutral character and in the middle of the game, switch to Chaotic Evil at the first crappy excuse you can find (like any NPC causing serious harm to your character). If your GM argues, tell him it's part of your character's development, just so he feels like he's trying to tell YOU how to play YOUR character.

If he asks you to create a new character, create a silly, game-breaking one and when the GM complains about your character, remind him that he forced you to play a new one.

If he lets you keep your Chaotic Evil character, slay / torture / abuse every single defenseless NPC you meet when you get the chance and take any in-game argument as an excuse for PC killing (preferably at night, when the party members are asleep and can't even defend themselves as you slay them). Remember to ALWAYS say "it's what my character would do" or "it's part of my character development" when someone complains about your character killing their character or committing gratuitous evil acts.

Yes, I've had a player do this to me. Yes, I somehow managed to end this campaign with a satisfying conclusion. I can be a very, very patient person.


Get together with another player and both make cleric brothers of a god that accepts undeath. Once the game gets going kill your brother and raise him as an undead. Then have him do the same to you and make you undead.

Both of you just wanted to meet your god for an hour or so.


Easiest way to annoy the GM (and half the party) in my group? Valley girl speak.


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In any of these situations, My GM would say... (tagged for potential TMI:
"Guess what? The Owlbear rapes you." (Owlbear rape is a running joke for unruly players in my group's games)

Liberty's Edge

Snorter wrote:
Judging from other threads here, I'd say the easiest way to have the campaign implode, is to drink the GM's milk.

This is how I see it going down.

Liberty's Edge

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Nepherti wrote:

** spoiler omitted **

Our running joke is "The hills attack"


For over 20 years our running joke has been "a flaming couch falls from the sky and crushes your character".

The Exchange

The GM's son and I had a conversation about Summoners, what mounts a Paladin could have, and how we could combine them. This doesn't sound that bad until you take the time into the account. We took a combined time of 1 hour out of 5 talking while the story was going on in the background.

Yes, you can derail a story in the campaign, but its much easier to do outside of it.

My running joke that I say at most every oppritunity is:
GM: You open the door
Me: And find a Beholder with a top hat and a monacle sipping tea.


This thread is awesome!!

I routinely role up self-involved characters who are interested only in sex and drugs and rock'n'roll. Walking away from plot information is a habit of mine.


Absolutely positively /insist/ on stopping to look up every single rule that comes up- on your turn or someone else's- whether the ruling was in favor of you/the group or against it.

Look it up even if you know the answer (especially then!) or even if the DM has already ruled.

Make sure to talk over everyone else until they shut up so your reading directly, verbatim from the book can be heard and understood by all.

Do not hesitate to look up a rule you just looked up a few minutes ago.
TIME. HAS. PASSED. Maybe someone forgot it!

-S


Just know in your petty little heart that when you choose LE (or NE or CE for that matter) as your alignment that E = D-Bag. Act appropriately to that high standard.


stormraven wrote:
Just know in your petty little heart that when you choose LE (or NE or CE for that matter) as your alignment that E = D-Bag. Act appropriately to that high standard.

Extend this to the N in LN, CN, and N.

And the C in CG, while you're at it.

LG... okay, so the only one where this D-bag rule doesn't hold is... NG?


Pan wrote:
Just show up and tell everyone you rolled a Drow noble.

I prefer to make up my own custom race and class (without asking anyone for permission).

Coincidentally, when I rolled my stats at home, I rolled all 18s and 17s. Fancy that.


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Play a Necromancer, and don't drop Enchantment. In most of the groups I've been in when I did this, the party imploded between me creating countless undead and thrall herding. Nothing quite hits the 'moral' side of the party than the LN party Wizard trying to justify creating Undead and countless robbing of the concept of "free thought".

And nothing makes a GM head desk harder when in the round following the final blow to the Huge Wyvern, rushing over to it and raising it as a skeleton. At level 7, was the most awesome mount ever. I think the Zombie Gibbering Mouther [affectionately named Lunchbox], tipped the scales for the party Witch.


Steal things from other PCs.

Plant stolen items on other PCs, on important NPCs, hidden in the vaults of local temples, thieves' guilds, etc.

Ruthlessly blackmail important NPCs DISGUISED AS OTHER PCs.

Scry on other PCs during downtime, sell their embarrassing secrets to NPC gossips.

Etc.

If caught, deny and flee, returning during the night to punish the rat who sold you out.


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Work your way through a 3-Bean Salad with a side of salsa about two hours before the game starts.


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How have we missed "play a Kender" ?? :P

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