Spike: Just go, Rarity! I’ll be fine!
Rarity: You… But…
DM: The Diamond Dog leader burrows into the ground and pops up behind you.
Rarity: Well… Oh, fine. If that’s how it’s going to be…
DM: The Diamond Dog… <roll> grabs you!
Rarity: I’m going to… let that happen.
Spike: Rarity!!
DM: The Diamond Dog carries you in its arms and races for a hole in the ground.
Rarity: Alright. Now I’m being kidnapped. What are the other dogs doing?
DM: Now that the first one has you, the others seem to be in full retreat.
Rarity: They’re leaving Spike alone, then?
DM: Uh… yes. What exactly are you up to, here?
When an non-player character in an RPG gets kidnapped - especially one that is important to the players, either to the plot or as a significant other - it usually spells trouble. Whoever's holding that character has leverage over you at best, and at worst they can be corrupted and turned against you over time.
When a player character gets kidnapped, it's pretty much a backstage pass into the mind and machinations of the enemy.
There's something to be said about how in Aspirations of Harmony, when a NPC and a PC were kidnapped at the same time, we invested all of our resources to rescue the NPC, and sorta forgot about the PC for several sessions.
Whoops. There is a special place in roleplaying hell reserved for us.
If any on my villains dare kidnap a beloved NPC of the players, then may whatever gods there are in the campaign have mercy on my villains.
There was one time in a Shadowrun game where the favorite NPC, an alcoholic and flirtatious sniper, was taken by an ARES Firewatch team and brought to a military base.
The players broke into the base, detonated two hangers full of munitions, and drove a TANK through the BBEG's head to save their NPC.
At one point in a town the group was in, they encountered a kitten. It was a perfectly ordinary kitten I'd added to the town square contents - sitting in a box that read "Frii 2 a gud hom" - as an afterthought, for a little extra flavor. One of the players dropped a bit of jerky into the box with the kitten and didn't give it a second thought.
Later on, the box was still there during a big fight. Same PC got knocked down and was about to take a lethal strike. There was a sudden hiss, distracting the enemy long enough for the PC to gut him. Turned out, it was the little kitten, who'd gotten angry at someone hurting the PC who'd been kind.
The party became obsessed with that kitten, convinced there was something supernatural about it. No matter how many times I told them she was a perfectly ordinary white kitten, they were convinced she wasn't. They carted that kitten around with them everywhere.
One time, one of the BBEG's tried to make the PCs do as he wanted by grabbing the kitten - who was investigating a glowing stone with interest - and holding a knife against her. I roleplayed the kitten giving off a pathetic "Mew."
...I still have nightmares about what the party did to that guy. Let's just say when they were finished with him, despite having used up all their dailys and most of their spells - a good half of them after the BBEG started begging them to stop and crying out "I surrender!" and "Mercy, please!" - they had a +17 to intimidate the fell hoard that was still untouched. The one who felt the kitten was his turned to the horde, raised an eyebrow, and said, "What?"
The horde ran for the hills, screaming in abject, utter terror. The kitten proceeded to bat the late villain's eyeball around, watching the trailing optic nerve in wide eyed fascination.
They still never believed that the kitten was perfectly ordinary.
Judging by what has been presented in the comic thus far between arches, it's reasonable to assume that the game is held at the DM's apartment, and that the DM lives alone. So this means the game is held at a one bedroom apartment. Since the only room in a one bedroom apartment that is large enough for 7 people is the living room / dining room, that's where the main party is.
In a one bedroom apartment, the only places the DM and Rarity could go are into the kitchen, the bathroom, or the bedroom. It stands to reason that the most comfortable place to hold a micro session would be in the DM's bedroom.
Thus I can conclude that the rest of the party things Rarity and the DM are doing what anybody would assume two people who sneak off into the bedroom are doing. Bow chika wow wow.
Based off my experience, when a guy and a girl are together, alone, in one room they do one of three things: play video games, play munchkin, or talk about tabletop RPGs they have had or hope to have with a larger group.
...There is a reason my parents are perfectly fine with my spending my Fridays with my D&D group, which my mom has nicknamed my 'harem'.
Here should ern her some more cool points:
She used to play D&D in college
She is a certified crewmember of a B52
She has been accused of being an assassin trying to kill the pope
She has recieved and been awarded the nobel prize in her field (my dad says all engineers should know how to pick locks....I think they should have had a poker game over it so she could say she won it)
She is directly or indiractly for my starting my three sports: fencing, target shooting with Glock 17s, and Dagorhir. The fencing was due to wanting a legal excuse to stab her daughter.
She used to play magic the gathering but now does not. Which means I get all her cards.
In my group, the rest of the players discuss one of three things:
A) Combat tactics because we just know a fight is going to happen.
B) How to get the errant PC back together with the group.
C) Who's "Best Companion" in Doctor Who.
My character Inky Quills did stupid amounts of things for the NPCs Stylus and Treachery. The former is easy to explain, Inky Quills was in love with Stylus, so it made sense in-character for Inky to throw her life on the line for Stylus.
The latter one is more out-of-character personal reasons. Treachery in many ways was my pet project; she became my campaign goal. I wanted to figure out a way to make her betray Mephisto and join us. And I was determined to make sure nothing stood in my path. (Considering she wound up being my favorite pony character, even above any of the show characters, I'd say it was worth it). So throwing my character's life on the line for her to achieve my end goal was only natural.
Well my favorite char of all time Captain Colin has gone trough great lengths protect the NPC part of his crew.
He has done things like going back to an orc village (he hates orcs) just to make sure everyone got out fine.
given up the chance to throw some fancy pants elfs with a giant battleship off his boat simply because the two NPC's wouldn't be able to survive the battle.
and he feels no remorse for having doomed the world to eternal frost because some guardians of some stone killed an fake leprechaun that had been part of the crew for 2 hours because the barbarian liked him.
I managed to make NPCs in a coating I ran once that my PCs cared enough about to attempt to romance them. As such I had to play the part of the girl in not one but 2 separate dates with two separate PCs as 2 separate NPCs. Safe to say it was...interesting.
Some of my players have formed loving relationships with some of the NPCs. Those NPCs now travel with us in the party and are controlled by the players who are in relationships with them. I've seen many a time when my players will sacrifice their own primary character for their, former NPC, secondary character.
I mean, they would have to do that in-character anyways because that's how the whole loving relationship thing works, but it gives me, the DM, a load of fun ways to mess with the players.
My party colets npc's like pokemon. Anyone that stands out one of us yells "I want it as a pet!" And someone swinging an axe at your head stands out, so every single boss we have fought so far in this campaign is now our pet. We now have a "good" undead army, a "good" demon army, a "good" robot army and the DM has a new drinking problem. All in one night, too.
My brother made a one-off orc warrior his pet project. Said warrior was weak and had a poor grasp on common, but he groomed him for leadership and helped the orc take command of his tribe.
In return, the orc became a member of my brother's organization and proved that, while he was pathetically weak for an orc, he had an incredibly quick mind. His tribe went from raiding farms for food to protecting the same farms in exchange for food and money, and at the same time gaining fame for their heroics.
Cute. A shame about AJ's haircut, but I liked how you adapted to places where you couldn't get the character names pronounced. The cartwheels were a nice touch, as was the apparent jitteriness in Fluttershy's approach. I can't comment much on the fight because I just can't track six targets simultaneously. Concentration is a
"Cute. A shame about AJ's haircut, but I liked how you adapted to places where you couldn't get the character names pronounced. The cartwheels were a nice touch, as was the apparent jitteriness in Fluttershy's approach. I can't comment much on the fight because I just can't track six targets simultaneously. "
Thank you! Sorry if so many was a little too much. I like the one-on-one matches better as well, they look better and are much easier to follow. I just wanted to showcase the mane six an this was the best way to do it. :)
When you paint a picture, it is a simple thing. When one person sees your picture, it grows in complexity, because each person will find something new in your work.
Your comic starts out each morning so simple, and it grows more complex and beautiful through the input and study of many.
I thought it was a reference to Flander's Fields. I... still don't get the connection, though. Are we going to go from one late Canadian's verses to another's, with you quoting "Underground" next time?
In my game, one of the Players did manage to get herself kidnapped, and depending on how she played it it might have been really damn advantageous for her... if the player didn't disappear without a trace shortly thereafter. Really kind of pulled the plug on a lot of neat encounters and plot devices.
I ended up being obsessed with an NPC because the GM had stolen her from one of my fanfics. Luckily he ignored the part where she was a giant demonic shapeshifting dragon with a glamour similar to Cthulhu's (except much more temporary and the insanity was more like catatonia) so all we had was a rude but flirty white-haired girl trying to ruin the party's lifes. And I helped.
On the kidnapping subject, one of the group took a character flaw of looking very kidnappable (it works by him being Fluttershy-brand shy and skittish), but as he used those points to be the toughest sparkle-shadow-crystal mage ever (that campaign had magic working like getting an infinite array of weapons to choose from, you pick the thing you want to abuse every time you attack and you stick with it) the kidnapping attempts rarely lasted long enough for us to need to save him.
Yeah, that'd fall under the ability of Charisma and then since she's probably gonna lie her way through it, that'd be bluff, which is a skill under the Charisma category.
Oh! Thanks for informing me. Seems like they're actually gonna get good rolls for once-
Also, I just noticed. If Spike's imaginations are shown, how is it going to turn out? Plus, if Spike almost kisses AJ, wouldn't AJ's player be angry, considering she's a human being?
Wait, people still call themselves heroes in DnD?
I thought everyone just went by 'adventurer' nowadays.
I certainly wouldn't call any of the last 5 groups I've been in 'heroic' - 3 Chaotic Neutral groups made up of mostly Neutral Good members, 1 straight-out-evil pirate group, and 1 borderline-good group that still ended up more 'hard-working guard' than 'hero' - for the distinction, keep in mind that RL cops sometimes get tempted to take a few short-cuts to make sure the criminals get caught. Heroes don't really do that sort of stuff.
Hero is an easy label. The chaotic route lends itself to larger than life figures that leave a mark on the world in brief but glorious lives. The conservative route seeks to reverse the damage the chaotics are apt to create. The good route lends itself to unwavering ideals even in the face of hopeless odds. The pragmatic route is entirely concerned with the goal, regardless of means.
I tend to use the label hero thusly; A champion is a top dog, a mighty warrior who is loyal to a patron or country. This would be your knight in shining armor.
A hero, on the other hand, is like a champion, but has not sworn to serve any particular patron or country. The peasantry likes heroes, because, in many cases, it is beneath the champion's notice to deal with a small nest of goblins causing trouble for a small farming village. The royals and patrons, in general, especially those who have champions, do not like heroes, because they cannot be reliably commanded.
This tends to manifest as "Tell you what. Work for me." "Nope." "Damn it McGuinness! You're a loose cannon! Turn in your badge!" "I don't have a badge." "What!? How dare you!? Who do you serve?" "I serve no patron or country." "Get out of my sight!!"
What's interesting, though, is that Cap is actually more of a Champion of an Ideal than of particular people- as shown by the Civil War arc. Ironman, on the other hand, is a Champion of Industry, and by extension, Order/Law, though he sees himself as a Hero.
It's not quite D&D but in a forum-based RPG I'm in, there have been metaplots (plural and more than I can count on one hand) involving the kidnapping/pseudo-death/perma-death of either beloved or hated NPCs. It's honestly gotten quite ridiculous and predictable that if the NPC in danger is in any way loved by the majority (usually ooc-lly) it means they die. And the ones everyone hates (either ic-lly or ooc-lly) survives to torment every PC for out-of-player's-hands incompetence.
When a player character gets kidnapped, it's pretty much a backstage pass into the mind and machinations of the enemy.