baalbamoth |
Hey all
I've got a new character slightly based on Peter O'toole from "My Favrote Year" and the movie Arthur. I'm offering the DM a % based table on what happens if players join this character for a night of drinking (rather than role playing it) very similar to what happened in the hangover 1 and 2 movies... can you give me any more suggestions to the table?
any roll on the table can be undone by spending the next 48hrs away from the party, likewise the DM can alter any outcome within 48hrs.
first roll a d6 1-3 no chage, 4-6 gain a distinguishing feature
(missing tooth, very poor tattoo, loose half a finger, etc. DM's choice) this does not get undone.
Gain a very strange forign follower who does not speak any local language
Married roll randomly terrible or perfect
Loose a magic item.
Gain a magic item.
Gain an animal companion
Become responsible for an orphan or disabled senior.
Cursed
Remember revealing an extremely well kept secrete, may or may not
remember to who.
Gain important insight, may or may not remember from who.
Greatly angered an important person of power
Greatly aided an important person of power
Develop a new drug addiction
Find the strength to overcome a personal flaw (or if none exist roll again)
Achieve victory in some game or challenge that will become a greatly
popular bardic song.
Commit some act of embarassment that will become a greatly popular bardic song.
Find true faith in a new god IE change religion.
Slightly anger a god or powerful extra planar being.
Responsible for some large act of destruction (fire riot etc)
Responsible for some large act of chairty or heroism (save a church
from fire, etc)
double your GP
Loose all GP
wind up in a far away land
Imprisoned- you will have to contact friends to bail you out of the theives guild, guard house etc.
Accused of a crime you did not commit.
Accised of a crime you did commit.
roll twice
roll three times
Cinderfist |
Have you ever Dm'd before? I'm curious.
What kind of campaigns do you play in? Is there more then just you and the DM playing?
How do you expect your DM to maintain a cohesive story/adventure with this? Half of these incidents would incur serious repercussions that would either get your character hunted, killed or ejected from the party.
If your DM can actually pull this off his improvise skills must be amazing.
And his patience must be legendary if he's going to let you scrap all of his adventure pre-planning.
I find it hard to believe the rest of the players at the table will be thrilled that your character is a walking, at will, deck of many things that can derail anything and wrap the adventure around yourself at a whim.
Is this for a campaign? Or is it just intended for a one off evening?
baalbamoth |
I've DM'ed a lot, one big issue about DMing is always read the fine details before you rush to judgement...
your forgetting this line... "any roll on the table can be undone by spending the next 48hrs away from the party, likewise the DM can alter any outcome within 48hrs."
The idea being, that if the character absolutely does not want the outcome he can be away from the party (going through wild scenarios to un-do the effects) for 48 hrs, or the DM can arrange for magic items to be stolen back, money to be returned to the actual owners etc.
Pretty much the same things happen in the movies, through luck and swagger the main characters manage to get away mostly un-harmed save some embarassing photos and bad tattoos.
and Cinder it says very clearly "rather than role playing it" this is not something that is played out, it is purely color. At the most it would derail some of the characters in the party for 48hrs of in-game non-actual play time.
Cinderfist |
2 people marked this as a favorite. |
I read everything you wrote.. And essentially you're dumping a lot of extra work on the DM if he wants to maintain verisimilitude.
And let me get this straight.. if another player spends a night drinking with you he basically gets a draw from a walking deck of many things. And if he doesn't like the card he pulled he has to spend 48 hours not adventuring with the rest of the group? You don't see something wrong with that? Or the fact that your character is basically a walking artifact?
Also you refer to a "main character",
is this a 2 person game or are there others at the table? In a group I don't see how your character isn't going to totally monopolize the game play.
Richard Leonhart |
I think the idea is pretty good, but you'll get more attention of the GM than others, you're pretty much the quest-starter, if the other players are okay with that, it could be great.
some ideas
- vandalized a bar, pay 100 gold
- graffitied some important building but can't remember it (who is this mysterious El Barto?)
- married to a prostitute, pay 10 gold every month
- won in a gambling game, receive 40 gold
- got attacked, great blood loss, loose 25gold and take 2 con damage.
I would put monetary gains and losses on most things. Have more negative things than positive ones.
malebranche |
Richard's ideas are slightly better, because they're less drastic effects, but again, this is like you're trying to DM from the player's seat. One of the main problems with this is that your character is immune to it. The other is that it's not GM-suggested, and thus (1) you don't even know if your GM will like it and (2) it's one player imposing rules on the others, which never ever turns out well.
Hangover-type games or interludes can be fun when they're GM designed, but shouldn't happen often enough to have a table. It's better when the GM can make up the drunken antics herself (I had one the other week; my PCs attempted to get a man drunk to get information from him, ended up blacking out themselves, and woke up shirtless, painted green, in a field far from home, one of them handcuffed to a young woman, missing minor items, with a tiger watching them.) But it only works when you do it in a way that's easily reversible--not putting someone out of the game for a couple days--and that won't make anyone angry or permanently change their character.
Corlindale |
I agree with what others have said.
If you want to play this kind of character, why not just *play* him? Have him get drunk often, always be the one with the crazy plans which might just work, and generally spend a lot of time dragging the others into - and subsequently ought of - all kinds of trouble. Would probably be much more fun than a random table.
Hangover-style plots are great when they are GM-designed, though. We just finished a quite legendary one which involved (among other things) our characters getting married to giantesses and stealing a 100.000 gp ruby as a wedding gift.
baalbamoth |
well, I'm playing in a crimson throne AP game next week, I dont know much about it other than the DM is telling me its mostly a city AP.
I had a great idea for a character (the drug dealing alchemest halfling with extremely high bluff and perform skills) but nobody wanted to play a fighter type.
In the other game I tend to be the party leader (even though its not really the right character for that) and the DM was pushing me to create a noble-scion Sable Company Marine.
now I tend to be a wisecracker in games, at least thats the type of character I enjoy playing the most, and didnt want to run a run-of-the-mill noble wannabe superhero, so I'm on about page 4 of a 6-7 page character background complete with a list of NPC house servants, assets, maps, etc. which he will review alter etc.
so far the DM loves the history and theres been a lot of threads reciently on role playing and character backstory and when I post on here everyone wants me to cite examples, so once I'm done I figure I'll put the whole thing up as what a backstory/character write up should be in my opinion.
In reading your reviews I think your right, this does go a bit too far, though over-the-top is the way the hangover movies seemed to me. I just wanted an easy roll where the DM takes the player aside for a few minutes of RP and he comes back saying "NEVER AGAIN!" lol etc. but does not generally distract from the AP too much.
as a city adventure I didnt really think missing out on two days of RP ammounts to much as the other characters should be following leads, crafting, doing steakouts, making contacts etc. and shouldent set things back too much.
the Character tends to avoid these things because he's got a dedicated sober sneaking halfling buttler (maybe urban ranger?) that follows him around bribing people and making excuses etc. (for every great drunk behind them stands an even greater co-dependant lol) and generally wont let "him" get into too much trouble. afterall... he's nobility and nobles dont do things like that... right? (jingle jingle)
besides... for this character the wild drinking nights are almost an every night sort of thing, I just didnt want to RP each and every night as it would prob only come into play when other characters are slightly involved.
So I probably will re-vamp it a bit, which ones do you think are too much and can you suggest lessor events that would still make this viable?
PS Richard- lotta good points there... will probably do more bad than good also...
wraithstrike |
I've DM'ed a lot, one big issue about DMing is always read the fine details before you rush to judgement...
your forgetting this line... "any roll on the table can be undone by spending the next 48hrs away from the party, likewise the DM can alter any outcome within 48hrs."
The idea being, that if the character absolutely does not want the outcome he can be away from the party (going through wild scenarios to un-do the effects) for 48 hrs, or the DM can arrange for magic items to be stolen back, money to be returned to the actual owners etc.
Pretty much the same things happen in the movies, through luck and swagger the main characters manage to get away mostly un-harmed save some embarassing photos and bad tattoos.
and Cinder it says very clearly "rather than role playing it" this is not something that is played out, it is purely color. At the most it would derail some of the characters in the party for 48hrs of in-game non-actual play time.
I did not forget the line. The GM can do that anyway, and doing it without killing verisimilitude is the key here. The GM might not see the error of allowing _____ until after the fact. Yeah the group can always retcon certain things, but "takebacks" don't work well for many groups.
cranewings |
baal, that list is awesome. Good job.
Don't listen to the naysayers - they are just confused that you posted something that doesn't have to do with 4 CR = APL +1 encounters per day with figures on a dry erase map. Clearly you are playing the game wrong (;
- End up with a person or valuable in your possession that is obviously not yours, fragile, and unable to help itself.
- Gain a cursed magic item you can't separate from or put down (find a way to get rid of it)
- Appear to be under the effect of a strange spell or potion.
wraithstrike |
2 people marked this as a favorite. |
I am not confused at all. Nobody is saying it is impossible to make work. We are saying it is unlikely to make work, and still maintain verisimilitude.
edit:It is strange how people like to assume things. Note to any that are reading this, it is always better to ask unless of course you have some special mind reading ability.
baalbamoth |
DM agreed he really likes the idea, just wants me to tone it back a bit as well, and cut the time down to one day rather than two, he immediately started reading me the AP sections where the most depraved things in the city happen.
also all - can you think of a better way to set up the table? thinking that the character who is trying to get them drunk/very high etc. has perform oratory and diplomacy should make some kind of contested roll, makes a perform check adding result over target no to dip check, then opposed roll vs dip and the more you miss it by the worse things that happen on the table?
Wrath yes, the DM can always do that anyway, but the main point being the players can choose to un-do the roll, and thats not typically the case.
Vicon- your forgot missing half fingers. :-0 but yeah, only really effects roleplaying for a bit until you get the wooden tooth, tattoo painfully removed or full heal, etc. Its fun, interesting, and not too over balancing. and really, wouldent characters be picking up some of these things as they go along anyway?
gonna add a few more..
Crane-I take the advice I think is good, listen to the advice even if I think its bad, and stalk the people I think are trying to steal my power!
Broken Nose, -1 Cha based skills unless re-broken and set, until its fixed speak with extremely nasal sounding voice.
(I'm going to avoid change sexual preference, lol)
Recieve Gypsie waggon and an indentured gypsie servant.
FIND TRUE LOVE! (may or may not be of same species/sex/plane) (jk)
become endebted to someone.
Develop a strange belief or phobia you wish to keep hidden. (you can communicate with spiders, or suspect all mages can read your mind etc.)
come on guys you gotta have a few of these, just have some fun and try not to be too critical.
Vicon |
"Vicon- your forgot missing half fingers. :-0 but yeah, only really effects roleplaying for a bit until you get the wooden tooth, tattoo painfully removed or full heal, etc. Its fun, interesting, and not too over balancing. and really, wouldent characters be picking up some of these things as they go along anyway?"
- No, they wouldn't. And if they did they either wouldn't like it, or would deal with it as it being a result of an action they took or sacrifice they made.
What it appears you are proposing is forcing the other players to be subjected to this: "...thinking that the character who is trying to get them drunk/very high etc. has perform oratory and diplomacy should make some kind of contested roll, makes a perform check..." You're basically trying ON PURPOSE to steal the other player's agency, possibly marring their characters and centering significant events on your character at their expense.
Suppose somebody else at the table Got permission from the GM to be a custom-race, say... a "Sobriety Vampire" and when he bit you and the other players you permanently lost the ability to get drunk, or enjoy the taste or benefits of alcohol. You would feel totally railroaded, cheated of how you wanted to play your character, and forced into a future beyond your control by some failure to make a dice check. How would you feel? You would think that sucked. The other players at your table are very likely to hate YOUR "sobriety vampire" just as much.
Why don't you, as a GM, come up with a great "The Hangover" scenario and run it for your friends... instead of creating a character that turns ALL CAMPAIGNS into the same (in my opinion not very funny) movie derivative. Most people you ask will tell you the Sequel to the hangover didn't have to exist, how many times do you require your party to Watch/Live the same movie over and over?
I literally cannot get my head around how bad of an idea this table is for a CHARACTER. A GM... maybe a useful plot device if he had complete editorial control, if used sparingly and in a way he could keep continuity.
When you even look at the way it's interference is mitigated... walking off for a day or two not only "Time-Outs" other players who don't want anything to do with this crap, it removes any real consequence without any justification. Lost all your gold? Take the bench for 24-48 hours. Doubled your gold? Keep it. Offend the king? There's the penalty box, don't worry about it. NEw magic item? Keep it. Not to mention it shouldn't be the OTHER players who are punished when your homebrew table makes a stink.
Awful. Awful. Awful. Some people on these boards can play devils advocate for anything, or think agreeing with everything is the favored voice in a public forum. But I say, without any invective or ad hominem... that this is a horrible and inconsiderate thing to subject other people to, and should not be done. I am sure you'll do it anyway, and have a GREAT time. Your fellow party members, whether they tell you or not, will be less enthused.
Goth Guru |
Awful. Awful. Awful.
Really? My character gets tattoos and teeth ripped out? and that can't be fixed.
I think your friends after one or two sessions are going to drug you and paint you up with sharpie markers.
I think being a living spellbook is a plus.
Also, a little damage that can be healed normally and you get an admantium dagger. I wouldn't mind that. I stand by my suggestions.baalbamoth |
crane- I could do it WITHOUT the table, if I were going to straight rp this there is no reason that player with a very high bluff/dip and perform could not talk a low CHA drunk character into doing almost anyting.
like I said the table is just for flavor, and I wanted to do it random. I'll tone it down because I think you have made some good points, that the penalties and rewards are a bit much, but other than that I think your a little too stuck in "I have my character, and I have planned out everything that will happen to them down to the last gold peice spent and thats what's going to happen. neener neener neener" part of the fun of roleplaying is not knowing whats going to happen and dealing with that chaos. if you dont want that, why not just go play 40k or wow?
Vicon |
It's not that I think the autonomy of a player's character cannot by any means be derailed, but that is primarily (I'd almost argue exclusively, the GM's job... not your party-mate who thinks it would be funny to hijack the narrative and make you do something stupid or out of character... with your character - because what my character does in character is pretty well meshed into what the game is all about. It's NOT primarily about making OTHER characters do what they don't want or didn't choose... it's about being in a situation and CHOOSING what you think is the best choice and dealing with those consequences. I'm not saying that there aren't situations where people (IRL or in-game) couldn't be subjected to a situation where they are hoodwinked and duped into doing things beyond their control and with consequences they may regret... I'm just saying that if you gave everybody a choice for their free time, they'd probably elect to FORGO situations in their role-play akin to being intoxicated and manipulated, or serial-violated... add to that, that by the GM and central story this is NON-ESSENTIAL, and does not advance any specific plot but is instead a POTENTIALLY RECURRING *gimmick* of another player character... I'm horrified. I wouldn't let it happen at my table whether I was GMing or not. If you want to explore control scenarios that push the bounds of consent and willingness and unwillingness to go along, you may wish to explore BDSM. Don't bring it to the Table-top.
As I said before, as a GM's plot device this could make a fine adventure. As a recurring theme of a character in a party it's utterly gross. The people who don't seem to realize this aren't respecting their fellow players -- if you are considering things like : "I use my mind control powers on the paladin so he doesn't attack me for my shenanigans" (and I've heard talk like this recently) or are doing anything else (ESPECIALLY with dice rolls) to curtail the agency and freedom of CHOICE to respond to a situation (which they are NOT in complete control of, that's the GM's job) YOU ARE DOING IT WRONG. Whatever powers you have to manipulate, control, and compromise targets... The primary intent is that you're using them on OTHERS.
You want to exert sweeping effects on other party members? Be a cleric and BUFF THEM. Don't get them drunk and pull all their teeth out. Jeez. And your GM's a jellyfish for even giving such a device an ear without complete editorial control.
Caveat: I realize that this game can be played in a variety of ways and there ARE some dynamics where something like this could work, but I don't think we've received ANY indicator this would be one of them. If EVERYONE in the party knew beforehand and approved, and had their own devices for manipulating and controlling one another that could be an interesting game in and of itself. But at a table where "I'm the fighter, I'm the bard, I'm the Sorceress, I'm the Cleric, I'm the jerk who is trying to get you drunk for laughs and cause havoc that constantly disrupts the story at least ONE but probably ALL OF YOU are focused on." -- that sounds like a s&&&ty table.
Goth Guru |
If it's the type of gaming group where everyone does some of the GM work, then this should be ok.
Imagine a DC heros game where 6 ordinary kids find the dial H for heros device. They take turns with it till 1 kid explodes dramaticly. The last kid throws it down a mineshaft and gets everyone to swear secrecy.
The kid who exploded and the one who tossed it are both NPCs. The one who exploded actually became a sort of poltergeist. He needs the dial to return to human form, as he finds out talking to other ghosts. The 4 PCs now start their superhero careers.
Because it's random, the characters are defined by what they do with the hand fate dealt them.