Kobold Catgirl |
17 people marked this as a favorite. |
1. When they announce their intention to enter a room, ask them, "Do you touch the walls?"
2. When they announce their intention to pick up an innocuous item, ask them, "Are you wearing gloves?"
3. When there aren't any traps, tell them, "You find—wait, what did you roll? Ohhh. You don't find anything."
4. When they announce their intention to head underwater, tell them, "Just give me an estimate—roughly how much of your body is exposed to the water? Mm-hm. *Roll*"
5. Spend a whole dungeon crawl making puns based off of an infamous monster, such as beholders or dragons. If anybody seems to notice what you're doing, start "catching yourself" on it. "When you enter the room, you behold—ugh, I mean, you see a..."
6. When the adventurers are on their way out after beating a dungeon crawl, have them walk through each room. Describe how the bodies of their foes are "strangely bloated", as if "something is growing inside of them". When the PCs inevitably panic and attack one, have your whoopee cushion and your Wikipedia link handy. Scare them with science!
Kobold Catgirl |
2 people marked this as a favorite. |
18. Do you check your sleeping bag for scorpions?
18b. How about for spiders?
Then stick him with the sleeping bag snakes.
19. If it's a PbP on the Paizo forums, post weird Rules Questions threads like, "If the whole party's asleep, what's the DC to overhear a coup de grace? Does the guy getting killed get to make a check?"
Braingamer |
1 person marked this as a favorite. |
20. "Sorry, just a minute: which hand did you use to open the door?"
Got a rogue's player panicking once, trying to justify why he'd be using his (right-handed character's) left hand to open the door...
21. "Hmm. That's an interesting plan."
22. "How far away are the rest of you standing? Right beside each other, or..."
DM Darkness |
1 person marked this as a favorite. |
23. If your PbP players are prone to metagaming/looking under spoilers (for the purposes of this, we'll assume that characters are called Abel, Baker, Charlie & Darien):
Will save, Abel: 1d20 + 2 ⇒ (11) + 2 = 13
Will save, Baker: 1d20 + 1 ⇒ (14) + 1 = 15
Will save, Charlie: 1d20 + 3 ⇒ (10) + 3 = 13
Will save, Darien: 1d20 - 1 ⇒ (6) - 1 = 5
Await dramatics. Grin behind privacy of monitor.
I'm Hiding In Your Closet |
27. Stare at the text of the AP you're running, or one of the sourcebooks you're presently using, with an incredulous look, then say, "HAXX, but okay...."
28. Say "YESSS!" in response to seeing a player select a particular die to roll.
29. When the players announce that they are resting for the evening, respond, "Really? Now?"
Chemlak |
3 people marked this as a favorite. |
41. Check the positions of the PCs on the battle map immediately after a fight and say "ooh, everyone's in range". Then roll some dice and move on.
42. In response any (and every) decision the party makes about where they're going next say "Oooookay, if you're sure?"
43. Ask everyone to roll perception, and unless someone rolled a 20, check a monster book and wince.
44. "Who's got..." check notes. "Third watch?"
Helcack |
49. Ask your players each individually what their background is in public, then bring them into a separate room to tell them that they receive a note from someone claiming to be their long lost brother. After this introduce a character out of nowhere who is the race of the majority of your players, and describe them slightly similarly to how each player described their character.
Moto Muck |
1 person marked this as a favorite. |
9) Give one of them a note. Have nothing on it but instructions to not talk about the contents of the note at all.
My group call these assassin notes. I do this as a player and GM all the time. I'll usually follow it w/ either a laugh or smirk or I'll ask "So can I?" or something like that.
JonathonWilder |
52. Don't tell player how many hit points a monster or opponent has left.
53. when they roll for Perception or Sense Motive saying, "you didn't perceive or sense anything amiss, nothing 'seems' to be there or they don't 'seem' to be lying.
54. Be generally vague or mysterious in certain details of what you say.
Rub-Eta |
EDIT: This isn't really as much "saying" as it is more of "doing".
55. Create your events in a pattern. A simple one that the players will realize and as soon as they think they figgured it out, meta-wise, and start to act accordingly, break it.
56a. Make sure the players sees this. Casually look through your collection of miniatures at the start of the session, pick some of those that you're going to use up... and some others. Remeber, the bigger the better.
56b. Place said other miniature on the mini-map in a room where they havn't been yet.
57. "So, wait, you DIDN'T look inside the box? Are we clear on this?"
58. "By the way, do you know how an angry, screaming Rust Monster sounds like? Well it's like this". Proceed to make appropriate sound. "This is what you hear". Repeat the sound.
Raymond Lambert |
Have an NPC with a very thick accent say something unintelligible. If players ask for spellcraft checks, give them a chance and tell them they fail to identify the spell. Mention they fail to notice anything visual except maybe a slight hand motion. Get everyone's linguistics skill modifier without them knowing that was being used to recognize what was being said. It could even bein common so you could GM fiat that even unskilled people can do it.
sowhereaminow |
1 person marked this as a favorite. |
60. Before the adventure, put out all the miniatures you intend to use during the adventure. Addionally, put out a bunch of miniatures you have no intention of using. These should consist of several large and dangerous creatures above the party's capabilities. If anyone asks, just say you have them ready in case the party makes the wrong decisions.
VM mercenario |
11. Randomly roll a dice, then smile to yourself. When someone asks what the roll was for, just say "You'll find out later." Bonus points if you were rolling in the open, and the die came up as a natural twenty or natural one.
65. Randomly roll a dice and then look worried/guilty, like you're not sure that they can avoid a TPK. Bonus points if you were rolling in the open, and the die came up as a natural twenty or natural one. Mix with 11 for extra mind fu@+$ery.
Devilkiller |
66. "Does anybody search the toilet/latrine/outhouse/chamber pot? How do you do it? Do you reach right in there? Do you use a tool? If so then what tool exactly?" (there could be an ooze in there - there could also be gems or maybe a secret compartment - it seems like someplace most people are unlikely to check thoroughly)
67. "You want to break the chains and free the prisoners? Ok, what do you use to break those chains? Do you use your magic sword? Aren't you concerned that might damage the blade? You don't have any non-magical tools or weapons on your character sheet, do you?"
In our groups the DM also might say, "Ok, everybody have an ugly off!" to call for a Charisma check to determine who gets targeted by a sniper attack, who gets crapped on by a bird, or who gets a really smelly outfit when we steal enemy uniforms as a disguise. The call for a luck check probably bothers people the most if it happens right after the DM puts a really nasty looking mini on the table and or rolls a d20 which comes up nat 20.
Irnk, Dead-Eye's Prodigal |
3 people marked this as a favorite. |
69. Ask if you can keep a copy of a PC that just died permanently. Over the next several game sessions, have the PC's just miss the BBEG or his/her lieutenant, while leaving clues that the person they keep missing shares disturbing similarities with the the recently deceased PC.
John Kretzer |
53. when they roll for Perception or Sense Motive saying, "you didn't perceive or sense anything amiss, nothing 'seems' to be there or they don't 'seem' to be lying.
70: Related to this one...just a different way to do so...
When the PCs make a Sense Motive roll or a perception check...'As far as you know the barmaid is telling the truth.' or 'As far as you know the door is cleared of traps.'