For what it's worth at this point I have flamed out of running a campaign twice and everyone still talks to me
to be fair we did get Wildly Distracted in kirkwall
(the true kirkwall experience)
i am just surprise fear at the endless possibilities and not being able to keep up
Wild Distraction is part and parcel.
i am, in theory, running a quickstart pregen scenario
but my previous STs are already plotting revenge against me for my dice ways
no way to learn but to try!
naughty chummers get put in the dice wiggler to atone for their crimes
the worst part of GMing is being excited about an idea you have but you can't be excited at your friends because it's a surprise for them
we're only going to haze you a little bit
the other worst part of gming is the gnawing anxiety
but pssshhh /flippy hand motion
The other, other worst part of GMing is watching players try to solve a puzzle and not being sure what you could say that wouldn't just give them the answer.
we wouldn't know anything about that
[any of several memes showing toddler toys as puzzles for players goes here]
lmfao for the record, I have not told the wall story
(mostly because i was not there and would not be able to do it justice)
the wall was not even a puzzle
I have started using toddler toys and puzzles meant for children for my games.
one character (who turned out to be suffering the effects of nanobot poisoning) just thought that maybe the room we were looking for was down there, but the hallway was a deadend, so we were like "what if it's hidden somehow"
and then we proceeded to spend several minutes doing different ways to perceive and check the wall
over the GM's increasingly desperate veiled hints that there were nothing
one character even used edge (this was shadowrun) to be really, really sure
and then we finally gave up and ran straight into the line of fire of some tank mounted guns the end
Well, that was an unfortunate end.
we survived..... despite our best efforts
i never expected to use the stabilize spell more than like, once, when my mage learned it, but here we are
no its worse than she's saying
e flat out told us there was nothing there
at which point we kept examining it specifically because it was very late and we were punchy and we thought it would be funny
i think he really wanted to tpk us there
but was there nothing there or was there "nothing" there huh
months later he finally threw in a perceivable wall to take pity on us and then we spent 20 minutes deciding what to do with it
on second thought, i deserve any hazing coming from ben's way. anabel, however,
Some of the plurk people I ran a game for might remember spending twenty minutes examining a bed and over forty minutes trying to figure out how to get the safe out from underneath it.
paige you forced me to rewrite the ENTIRE first act of my campaign
The bed had a mound of dung on it because the ogre who'd left it just really hated the hobgoblin it belonged to. They were convinced there was something inside.
I DIDN'T DO IT ON PURPOSE
it doesn't matter im still maddie
my vote is to run the dung through a sifter
nd then set it all on fire
The treasure was underneath the bed, in a safe recessed into the floor. The way to get the safe out was just to grab it and pull up, with the door being set on the side so it couldn't be opened.
that sounds too simple, it must be a trap
we're gonna need a ladder, a chicken, and at least several questionable history checks
(no for real my style of playing has been described as YOLO and it came about precisely because my first few IRL groups were the type to take 40 minutes to an hour figuring out how to open doors and take treasure and whatnot because what if it's a trap)
either it isn't a trap, and time has been saved and we can move on, or it IS a trap and now something is happening. the end.
and anabel look at least you're getting to reuse your written qadir plot
no thanks to you, that was all Ben and his shitposting gone horribly right
Paige every time we encounter a Might Be A Trap situation I'm just gonna imagine you as Alistair from now on
My style of play is very... oldschool. Have a bunch of tools on hand for every possibility, do the obvious tests for traps (Is it wired? Are there needle holes? Is it hollow? Does it look like a pressure plate?) and then go for it anyway.
Avoiding traps: Boring, slow, full of gnawing anxiety
Not caring about traps: Spicy, exciting, never know what's gonna happen, Maybe you'll die
my playstyle is to be tought enough that traps are a minor inconvenience
just go THROUGH the traps
what is a trap but a pile of plot
Dealing with problems is very simple
also "and then go for it anyway" is extremely valid
know what you're setting off
You just fuck something up and suddenly you have an entire new problem to worry about intead
My favorite is when you've thrown several traps at the group so far, but they still just barrel through when you ask them "How do you open the door/chest?"
"whenever I have a problem I can't solve, i just through a molotov cocktail, and then, right away, I have a different problem!" - every character paige ever plays, including the repressed tremere
and yet, people keep letting me solve the problems
I am nervous by nature and when Paige decides to do things the result is frequently exciting
anabel you and i both know that is categorically untrue and i can point of all of shadowrun and vampire to prove it
However I am going to bully about being denied van access
there's no vans in the fae hedge
but there could be if we believe hard enough maybe
when I am ST i have to let paige solve problems
and scylla does not solve problems she is their source
That makes her very efficient
Create problems to solve! Then the GM doesn't have to!!!
every day scylla becomes more convinced of the validity of never talking to any elf ever again
and when that happens you will only have yourself to blame anabel
she could never not talk to saturday
sorry i can't hear you over the sound of saturday yeeting herself into a dimensional hellportal, AGAIN
we have ALL been yote, repeatedly