Page 1276 - Matched Set

21st Sep 2019, 6:00 AM in School Raze
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Matched Set
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Author Notes:

Newbiespud 21st Sep 2019, 6:00 AM edit delete
The artifacts from Season 8 are simultaneously the most efficient and the most frustrating bits of lore-building for me. Three of them are only mentioned by name ONCE. In the entire season. Sure, their narrative roles are mostly self-explanatory in the end, but c'mon! If you're looking for legendary artifacts to put in your pony-themed D&D game, here's six of them! Fill in the blanks! Gah!

Notice: Guest comic submissions are open! Guidelines here. Deadline: January 27th, 2023.



BackSet 21st Sep 2019, 7:08 AM edit delete reply
Stories about NPCs or GMs twistng your words?
Akouma 21st Sep 2019, 2:41 PM edit delete reply
So, I'm the GM in this story. One of my players is trying to rooftop snipe their target. Short version is he hits but wasn't aware the target is immune to bullets. So he has a mildly annoyed enemy staring at him from across the street. Player goes "okay, I go hire a hitman."

I respond "you can't hire a hitman; you're on a roof."

He then explains that of course he gets down and goes sleuthing first. I explain that he can't really do that because the bad guy is going to try and chase him because he just failed a very overt attempt on the guy's life. He then asks why being on a flat rooftop prevents escaping. We then talk in circles for twenty minutes about how no, being on a rooftop doesn't inherently make escape impossible, but certainly difficult.

He then accuses me of twisting his words to railroad him. I clarify that at the start he did want to get on a rooftop to snipe from, correct? He says yes, so I tell him okay, so that means you first must get to the ground level and this building is too high to safely jump from and ask if he's still with me. He says yes, so I explain that the guy he just tried to murder is going to try and chase him, and is closer to the ground than he is to start. Escape is not a given here especially since his target is in the best shape of his life. He then asks "okay, so why does being on a roof stop me from hiring the hitman?" At which point it's a miracle I still have a forehead with how hard my hand smashed into it.
Guest 21st Sep 2019, 7:18 PM edit delete reply
"So... where are you going to get the hitman?"
█████ 21st Sep 2019, 10:03 PM edit delete reply
I'm picturing the bad guy looking up at the failed assassin on the roof just casually pull out their cellphone, call a hitman and start arranging another attempt.
Guest 22nd Sep 2019, 2:10 AM edit delete reply
"Yeah, no see he's immune to bullets."


"What do you mean that's extra?"


"Do you take coupon- hold on I think he's waving at me."

"Well of course he's looking at me I just shot him!"
Akouma 22nd Sep 2019, 12:45 PM edit delete reply
So, if he hadn't been using a time machine to be in 1914 Paris, I would've totally allowed him to just ring up a hitman.

Incidentally, he did ultimately get away from the target and successfully hire a hitman. A hitman who was told he had to do it by hand. I had the hitman roll an intelligence check for whether he thinks to ask if garrotes are okay. (The target is immune to ALL tech, even something as simple as wire attached to two sticks.) He fails to ask this question, and promptly never returns.

When that fails, the players realize this guy is immune to tech, but might not be immune to magic. So they lure the target out to a house in the countryside and have a mage they hired light it on fire.
Guest 23rd Sep 2019, 7:16 AM edit delete reply
I'm trying to wrap my head around the idea of someone being immune to tech, even though I know it doesn't make any less sense than someone being immune to magic.

It's one of those "wait, what" moments where you realize something you took for granted is actually weird.
Jennifer 23rd Sep 2019, 7:57 PM edit delete reply
And did fire work?
dziadek1990 21st Sep 2019, 2:45 PM edit delete reply
Standard "DM decided I was talking in-character, just to make me fail a stealth check and be noticed by the enemy"

...though this other time I *deliberately* made in-character noise and drawn attention to myself, *knowing* this is a bad idea.

Also, once I jokingly "misinterpreted" DM's mistake with the cardinal directions (East-West confusion). He accidentally made the Sun rise on the West, then corrected it. I made my character act shocked and surprised at the Sun suddenly shooting from West to East, baseball or something.
Dragonflight 23rd Sep 2019, 7:02 PM edit delete reply
A long time ago, I was running a second-generation Mekton game. The PCs were the children of the first generation group. One of them specifically said his character wasn't the character's child, but someone completely different.

It's part of the first gen storyline that his character had twin daughters, but one of them almost died in childbirth. She was rescued by a defrocked geneticist, who promised to find a way to resequence her DNA so that she would survive. But he'd have to leave the twin daughter with him. The PC agreed, and the player basically forgot he'd done it.

So there we are, a dozen or so game sessions into Gen 2, when his character sees an identical girl in a Star League naval lieutenant's uniform walking down a hallway. They stop and compare notes, and it turns out the girl in the lieutenant's outfit is the actual, recognized daughter of his first character. The character he's playing is the child the geneticist had to spirit away to save.

He blinks several times, narrows his eyes, and says, "Damn, I totally forgot about that. Never saw it coming."

That moment totally made the setup worth it. :)
DeS_Tructive 22nd Sep 2019, 5:47 AM edit delete reply
Here's a variation of the malevolant genie trope:

A precog in my superhero group has the power guidance. It forces the GM to take over her character and perform the most efficient actions (one per success) to deal with the current situation.

As she repeatedly learned "most efficient" isn't the same as "the best". There's also the fact that these actions are performed with GM knowledge, so in some cases, the actions either made no sense or were dentrimental, in the long run.

We also have a "don't hog the spotlight rule": Whenever a player talks about their characters thoughts or motivations, others are allowed to have their characters guess/read what's going on with the other character. A player prone to monologuing has to be really, really careful with their words:
P1: "On the other hand, I could simply take it and sell it to the highest bidder."
P2: "I shoot him!"
P1: "What?!?"
P2: "I didn't like the way you were looking at the MacGuffin."
P3: "Yeah, I saw that too!"