Spike: Rarity, no!
Rarity: Spike, it’s okay! I have this under control! They’re only after me – they don’t want you! You’ll be safe!
Spike: I’ll… I’ll get the others! I’ll get Twilight and…
Rarity: No! No, it’s fine! Once I figure out what they want, I can talk my way out of this! Just take what you can carry and GO!
DM: Annnnd… that’s all you can manage before the Diamond Dogs drag you down.
Spike: NOOOOOOOOOO!!
Rarity: Oh, don’t be so melodramatic.
You should probably avoid doing evil dances, then. It kinda tips 'em off... Nothing says, "I'm going to enchant you at the first opportunity" like a malevolent tango.
In our last campaign, one of our party members was kidnapped by what we could only describe as a "demon gorilla." When we later found the leader behind him and the other demon apes and monkeys, we set him on fire to avoid a lengthy battle :3
Based on what we've seen of this DM so far, they must suspect that Rarity has crossed, double-crossed, and perhaps even triple-crossed his plans so thoroughly that he'll never be able to get this world up and running ever again.
No doubt they live in fear of what shall happen next.
Let's think... if if the others heard their GM shout "NOOOOO", then its possible they think Rarity's player defeated/derailed the Gm's little plot.
I wonder if the remaining players will try to drag Celestia over to help. PCs tend to do that, enlist strong NPCs to do some of the work for them if they think they can get away with it.
I know exactly what you mean. She never stood a chance. Battle scars can be intimidating, can't they?
Women swoon at the sight of Staff Sgt. Genocidicles Maximus Killmaster the first, and the three heads of his mighty flail, Belle, Ursula, and Lumpspiere. It's french. It means "Thing that should get looked at."
Back in the day, my brother and I used to play Worms 2 over our household LAN. Our computers were in separate rooms, and there was noticeable lag, so I would always know when he screwed up a shot because I'd suddenly hear shouts and screams drifting down the hall. Likewise, when I got him good, I'd count slowly to ten and then the screaming would start.
It made an already entertaining game hilariously epic.
I honestly expected Twilight to mutter something about overused tropes until I realized that she wasn't in the room.
Also, you'd think that with that big a "nooooo", the other players would have head it and rushed into the room. Guess the DM had a peculiar voice.
Then again, this whole mess is his fault, so he seems to be enjoying it.
The big, "NOOOOOOOO!" trope? I'm pretty sure it's at least unrealistic enough to only worry the players as players, rather than as, for example, witnesses to the crime.
...well, to be fair, the DM's had his plans all mixed up.
1st Arc:The players find the Elements of Harmony, are successful in using them, and twist the campaign's story.
2nd Arc:One could assume that the DM would have liked them to blood the dragon, and then capture it instead. Then, Fluttershy's player cancelled that with a blink of an eye.
3rd Arc:Nothing in particular, but Pinkie and Twilight made the session more longer and complicated.
4th Arc Part 1: Twilight gets boring and destroies all the Parasprites at once, forcing him to come up with a new storyline.
Grand Line:The guest players practically rebel against the rules.
Lost Chickens:The players decided to fight the NPC they're supposed to help. The session is TPK'd and abruptly canceled.
One would assume why he would say "Noooooo!" all of a sudden.
My favourite take on the trope comes from Baldur's Gate. If you have Montaron and Xzar in your party, the death of the halfling provokes Xzar (played by Frank Welker) to shout:
"Montaron, NOOO! I--I never liked you..."
It's the evil laugh as he says the last three words that sells it.
Somehow I doubt the players think that Rarity snapped the plot threads. Keep in mind there's probably a distinct difference between the GM shouting "NO, YOU'VE RUINED EVERYTHING!" and "NOOOOOOOOOO, I AM AN NPC IN DISTRESS!"
this doesn't have to do with hearing things from another room, but rather with splitting the party and doing things in a different room.
We were playing a game of Runepunk for Savage Worlds, and had discovered a pre-Tempest science outpost. The other two party members went to sell off the artifacts we had found (the Hub they went to, Mr. Cromwell, was awesome), while my character stayed behind. As they were coming back, the GM pulled me off to the side and told me that the entire building disappeared around me.
Thankfully, I had wings to catch myself.
As the other two were coming back, the only hint they had that something had happened was that the super-gun one of them decided to keep instead of sell had disappeared.
They then found me laying in a tree and we realized we might end up in trouble if the stuff that was sold vanished, too.
Sadly, this effect is lost on our group. Since it's a guild group with players from four time zones we play online with Roll20 over Mumble. Dropping into a different channel means that the others don't get to hear things out of context...
Hey, maturity's not all it's cracked up to be. Being the only person willing to push a story forward in a group of jokers is a frustrating situation to be in.
The way I split up my group when we go to separate rooms, we can't really hear each other, but we can see each other through a set of sliding glass doors. Sometimes it will be a painfully serious moment, but the effect is ruined because someone on the other side of the doors decides to press their face against the glass or something.
Heh. Nothing like being stuck in a room for an hour while one of your fellow party members is trying to infiltrate the enemy base, and the only word you can hear from the other room is "dynamite".