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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Josef bugman posted:

Not when its used for casting spells it isn't. There is no rule that says "must have a fine appreciation for pottery" amongst the things required to cast "unending pot storm". Or "must believe in happiness as the highest good" in order to cast "Bigby's brilliant joke".
Hey, don't knock The Ultimate Joke. It works on Evil Vampire Wizards while you are in the middle of trying to prevent the summoning of Not Cthulhu Honest.

But yes, Alignment as a Pass/Fail for use of gear or abilities is kind of blah.

Now excuse me while I duck and cover after saying "Nice of 4th edition to remove that huh?".

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LitBolt
Sep 27, 2007
A tumbler of whiskey, please. And a revolver with a single bullet.
If "fine appreciation for pottery" player derails tense diplomatic negotiations with your hostile neighbors with endless questions about ceramics, or "happiness as highest good" guy casts Tenser's Mandatory Joy Enchantment every morning on the party, that's just as bad as someone using their choice of alignment to defend spoiling the fun of other players.

Quirk and Alignment, or Aspects, or Morality, or Noble Stimulus, or Traits, or whatever are all ways of defining the motivations of the characters. Maybe they don't have a lot of mechanical impact on the system, or maybe they come up all the drat time. But in any event their dumbness or lack thereof lies pretty much in the hands of the players and GM, like everything else in the game.

Cornwind Evil
Dec 14, 2004


The undisputed world champion of wrestling effortposting

HatfulOfHollow posted:

Years ago, in the very first vintage MTG tournament I ever played in, I had an opponent throw his deck that was filled with alpha and beta power across the room when I beat him with unpowered Gay/r (a Landstill/Fish hybrid), which at the time cost about $100 to put together (including a full set of Force of Will, which was the most expensive card in the deck). This was my first introduction to one of the "typical" MTG personalities you run into at tournaments - the entitled baby.

I also had my second experience with another type of player in that tournament - the Smug rear end in a top hat. This guy introduces himself and immediately follows it up with "I'm ranked 17th in the state :smug:".

I continued to play tournament MTG for a few years and had many similar run-ins. What is it about the MTG community that turns people into raging dicks with superiority complexes? Can't people just have fun playing the game without acting like big dumb babies?

Chances are, when someone has spent that much money on a hobby, it's less a hobby to them and something they judge their self-worth by. When you beat them, whether it be in a completely fair game, through luck, through an unusual strategy, or by cheating like a mofo, they basically feel as if you are telling them "No, you are NOT something cool! You are still whatever you fear you are deep down (a failure, a loser, etc), AND YOU KNOW IT!" and they lash out. Now, I'm sure there's people who can spend that much money on a game and still reflect it's a game, but I fear they're probably in lesser numbers than people desperately trying to run away from their self perceived lack of self-worth, and the hard things you'd have to do to overcome it.

Pierzak
Oct 30, 2010

Josef bugman posted:

Not when its used for casting spells it isn't. There is no rule that says "must have a fine appreciation for pottery" amongst the things required to cast "unending pot storm". Or "must believe in happiness as the highest good" in order to cast "Bigby's brilliant joke".
It's a drat shame, that.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

Josef bugman posted:

Not when its used for casting spells it isn't. There is no rule that says "must have a fine appreciation for pottery" amongst the things required to cast "unending pot storm". Or "must believe in happiness as the highest good" in order to cast "Bigby's brilliant joke".

This would be an amazing magic system.

FMguru
Sep 10, 2003

peed on;
sexually

Maxwell Lord posted:

This would be an amazing magic system.
Unknown Armies: great game, or greatest game?

TWorlock
Sep 9, 2011

A 'bloody Gritter' apparently.
Hey everyone, lurked for a whilst time for a tale. So I'm playing Shadowrun for the first time. The group consists of me, two friends who have played Shadowrun once before, one of whom is GM, an experienced runner and the GM's brother. During character building I create Big Ben Roshambo, a character based on a random joke made whilst drunk. The run is in japan so Big Ben Roshambo is a dwarf, but also the son of a famous Sumo Wrestler, deemed too short to follow in his fathers foot steps. He has the combined build of a dwarf/sumo, a top-knot and giant cyber-ware arms. I end up with just enough points to buy a skill, I decide to buy a skill in body, my highest stat so I take parachuting.

The campaign progresses as must runs do, we do several small jobs, build up to bigger ones. Eventually we get hired to intimidate a high-up in the Renraku corp. We come up with an elegant plan, our elf street samurai and human, auto-pistol wielding, face decide to head up the building opposite the targets apartment. The hacker stays outside and Big Ben Roshambo heads upstairs on his own. Entering his apartment I know something is wrong. The lights are dimmed and I smell blood. Entering the marks bedroom I find his lifeless body. Then hear the sounds of police sirens. Out hacker is accosted by police and Red Samurai, the primary security force of Japan attack the other party members. I hear swat teams approaching the room and settle on the only skill remaining to me.

I grab the dead man's bed sheet, strap it too myself and run towards the large, penthouse apartment windows. As I smash through the window I fire smokes from the grenade launcher in my cyber-arm to cover my escape and make a parachute test. The GM informs me I have succeded and sail above the police and away from the scene of the crime to land safely in the alley opposite.

After this fact the campaign becomes known in our group as “The Flight of Big Ben Roshambo”

It is only after the fact that I realise I only rolled one success in the dice-pool and the GM allowed me to succeed on the test to make a better game for everyone. Reading this thread I have come to the realisation that I have been incredibly lucky with the RP group I have around me. Just to prove the point here is a picture drawn by one of the other players.

TWorlock fucked around with this message at 16:06 on Jun 21, 2012

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Section Z posted:

Is it okay to attempt to be a parody of alignment results though?

I'll allow it.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
I played in a session of Shadowrun once. I was playing a Troll Cybermancer that had a drug addiction and was basically a fairly harmless stoner. His style of Cybermancy involved having conversations with any device he interacted with. Only one actually responded in the system, but that was the friendliest lift the group had ever met after I was done talking to it.

We also had, a Yeti so decked out with cybernetic upgrades that it had fibre optic hair and was a walking dance rave, a girl that was essentially Marisa from Touhou and another girl mage that I only vaguely remember what they did.

Needless to say the Elf we were meeting in the arcology was a little unnerved when I talked to his gun. I was sad we never ran a session with that GM again, and I don't know anyone that knows Shadowrun to run it. If I get to play Shadowrun again I am definitely reusing that character because he was fun. :(

Zereth
Jul 9, 2003



Don't use image shack here. Try imgur or something.

Your Gay Uncle
Feb 16, 2012

by Fluffdaddy
The Vegossiraptor

We got a quest to go find 5 sealed boxes from various temples around the world. One of them was located in a jungle. We didn't really know where we were supposed to go, and thanks to a few misunderstandings with the local tribes were unable to ask them where this hidden temple was. As we were searching the jungle, we stumbled upon a velociraptor stuck in a net. As a witch, I cast "Speak with animals" and try to talk to it.(in this campaign setting velociraptors were fairly intelligent). I tell the raptor we will set it loose if it helps us find this temple. The raptors did not trust humans, and they were in a constant fight with the local tribes for resources and hunting grounds. Our Ranger casts Wild Empathy to try and improve it's mood, but he flubbed the roll. It was right on the cusp, so the GM decided it would move the raptor just one level of cooperation. It went from hostile to slightly less hostile. In the rulebook the description read something like "the npc will not attack you outright, but bears you no love. They will not hesitate to work against you or gossip about you." The gossip part was key. The raptor agrees to show us the temple if we help his pack fight against some local tribe. We agree, kill some hunters, and we get escorted to the temple.

Apparently the entire time we were in the temple the raptor was going around,gossiping about our party. After we leave, we talk to some of the raptors to see if they needed more help. The raptors then began asking us if it was true our gunslinger was gay, and if half elf really had a secret family with a mistress down in Harbor Town. They also didnt want anything to do with the Witch who had to leave Witch College early because of "substance issues" and our gnome, who only got away with a hit and run because his dad was connected politically. We were also in the temple to try and find a cure for "dragon syphilis of the butt " . Needless to say, our reputation with the raptor clans in the jungles of Montovera were destroyed, and they still tell stories about how the Witch had to have his hegdehog familiar removed from an unidentified orifice.

Your Gay Uncle fucked around with this message at 15:11 on Jun 21, 2012

Cygna
Mar 6, 2009

The ghost of a god is no man.
So here's a rant. I'm in a Pathfinder game right now that's pretty fun. Except this one girl--her voice. Her voice. It's like a harpy strangling a cat while scraping their nails on an aluminum door. And she narrates every line through shrieking. There are plenty of times in a tabletop game when shrieking is appropriate, but "I roll an Acrobatics check to climb up the ladder" isn't one of them. Neither is "I ask if he wants to buy a Dwarven waraxe," which wasn't that funny the first time you said it; definitely not funny enough to warrant repeating it a dozen times each session.

I tried to ask her if she could maybe take the edge off her shrieking, drop it a few decibels, or at least lower the frequency, but since I'm the only one who cares about it, she refused. In an effort to avoid becoming "that guy" I've started bringing earplugs to sessions that let me semi-hear the rest of the table while protecting my sanity. I apologized to the DM, because that itself is rude, but it's either this or leaving the game, and I really do enjoy the game; I'm just too neurotic to handle her. I know that I'm the one in the wrong here, because I'm the only one affected, so I try to keep it under wraps, but this is a thread about bad games and goddammit she is what makes this game suck for me.

She's the same person I mentioned in the last thread who played an eight-year-old firebender in the Avatar game. She was obnoxious then, too. Her character portrait for the Pathfinder game was some anime loli girl holding a giant axe. She was also the party healer, but was so :downs: at it that the DM had to go easy on us to avoid multiple party wipes. Doing things your character sucks at can be funny, but when we're facing off against a room full of mummies, maybe you should be focusing on damage control and prevention instead of wading in to plink them with your Dwarven waraxe and 8 strength! Thankfully we're all switching characters for the start of the next campaign book, so at least she'll get a new gimmick.

On a lighter note, in another game, the guy I talked about before with the Rumiko Takahashi obsession and a flight crew harem named after My Little Pony characters is now playing a sexy Japanese catgirl. It's going to be a glorious, creepy train wreck.

wellwhoopdedooo
Nov 23, 2007

Pound Trooper!

Ratspeaker posted:

I tried to ask her if she could maybe take the edge off her shrieking, drop it a few decibels, or at least lower the frequency, but since I'm the only one who cares about it, she refused.

This is excellent, a direct request is a refreshing change from the passive-aggressive shenanigans that go on around most gaming tables. In the future though, maybe consider a more subtle approach. For example, see how much support you have before confronting someone. If you have lots, pick one delegate to talk to her so she doesn't feel ganged-up on, but you can bring in others if necessary. If you have little support but no opposition, make the request in front of those who are on the fence--if they try to stay silent while you're asking her to tone it down, they'll appear to be offering implicit (but importantly, gentle) support. If you have strong opposition, try to objectively consider whether you may be the rear end in a top hat.

Ratspeaker posted:

In an effort to avoid becoming "that guy" I've started bringing earplugs to sessions that let me semi-hear the rest of the table while protecting my sanity.

Haha wow, too late.

Ratspeaker posted:

I apologized to the DM, because that itself is rude, but it's either this or leaving the game

Way to draw attention to it, this is key to artful passive-aggressive behavior. There's no point if everybody doesn't see what extraordinary lengths you're going to, and who doesn't enjoy a good ultimatum?

Ratspeaker posted:

I'm just too neurotic to handle her.

This is good, whenever possible frame criticism as a "this is what I need" instead of "this is what you're doing wrong" proposition. I know I'm toggling between sarcastic and serious here, so I should probably be clear that I'm being serious with this one.

Ratspeaker posted:

She's the same person I mentioned in the last thread who played an eight-year-old firebender in the Avatar game. She was obnoxious then, too. Her character portrait for the Pathfinder game was some anime loli girl holding a giant axe. She was also the party healer, but was so :downs: at it that the DM had to go easy on us to avoid multiple party wipes. Doing things your character sucks at can be funny, but when we're facing off against a room full of mummies, maybe you should be focusing on damage control and prevention instead of wading in to plink them with your Dwarven waraxe and 8 strength! Thankfully we're all switching characters for the start of the next campaign book, so at least she'll get a new gimmick.

Have you considered that you may just hate her voice because you hate her personality? I only ask because it seems like such a trivial thing to get really worked up over, and addressing the real issue (or realizing it's un-addressable and bowing out) will probably be a lot more productive.

vumbles
Apr 21, 2012

cube cube cube cube cube

Ratspeaker posted:

that loving girl

They didn't say anything about her voice because they want to gently caress her.
But yes, if you really can't handle her voice (or her in general), bringing earplugs is kind of a dick move, might just want to not go anymore. Alternatively you could convince her to take up chainsmoking. Hope this helps! :)

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
I dunno, there's a restaurant that I go to and one of the servers has one of the most shrill, obnoxious voices I've ever heard.

She's actually a really nice person and a great server. Having said that, playing an RPG with her would be maddening. THAT VOICE.

Edit: Based on what was said below, however, this is clearly not the same situation.

Megaman's Jockstrap fucked around with this message at 20:42 on Jun 21, 2012

Cygna
Mar 6, 2009

The ghost of a god is no man.

wellwhoopdedooo posted:

Have you considered that you may just hate her voice because you hate her personality? I only ask because it seems like such a trivial thing to get really worked up over, and addressing the real issue (or realizing it's un-addressable and bowing out) will probably be a lot more productive.

Oh, I do hate her personally. I think at least 50% of the gaming organization does. This is actually the first time I've been the odd one out, most groups she joins have at least one other person who can't stand her. But the party is her, her boyfriend, a "nice guy", and a genuinely nice guy, so nobody wants to start anything, myself included.

I should have clarified that I'm one of only four people who show up regularly. I considered just leaving, but it was a choice between leaving and causing the game to die off, or staying and looking like an rear end in a top hat. The group already knows I'm legitimately crazy, so I'm hoping they won't take it personally, and if they express a problem with it, I can leave without the guilt.

tokenbrownguy
Apr 1, 2010

Your backup plan is to rely upon your already well-known psychosis? The backup plan required for ditching a game where you wore earplugs, because you don't like a girls voice. A girl who's boyfriend is playing.

:stare:

I think you should probably bail, before you're the cat-piss.

Agrikk
Oct 17, 2003

Take care with that! We have not fully ascertained its function, and the ticking is accelerating.

Verr posted:

I think you should probably bail, before you're the cat-piss.

I can see this converstion now:

:stare: Dude, you are the cat-piss.
:) I'm the cat-piss?
:stare: You're the cat-piss.
:supaburn: I'm the cat-piss.

Yawgmoth
Sep 10, 2003

This post is cursed!

Ratspeaker posted:

The group already knows I'm legitimately crazy,
You should stop thinking like this because it's thought processes of this line that stop you from getting not-crazy. Not-crazy should be your end goal, fyi.

Also your group sounds like a bunch of That Guys and That Girls anyways so maybe you ought to stop scheduling sessions with them and start scheduling some sessions with a psychologist.

Tactical Bonnet
Nov 5, 2005

You'd be distressed too if some pile of bones just told you your favorite hat was stupid.
"They know i'm crazy, so I don't plan on trying to fix it..." is a terrible solution, as many have said...

Here's a story:

I'm currently playing a game of Exalted in which I play a sorcerer. For anyone unfamiliar with Exalted, sorcery is very powerful but only marginally useful in combat because there is a (very good) chance that you will simply get pasted while spending ten ticks to make the magic happen.

First, some background: We're playing on an island in the south west(the first session involved a lintha raiding ship, for anyone in the know). After fighting off the raiders I took a long slow casting spell("Raising the Earth's Bones") that basically allows me to reshape earth and stone to use to make fortifications, thinking it would probably never come in handy again...

We were making our way to the panopoly of one of our character's first age incarnation, with traps and mazes and enemies to fight...

When we got to the second to last room, we're facing a construct tied to the ceiling like a marionette... This is an automaton from the first age designed specifically for combat, mind you. There is little chance that a trio of fresh exalts is going to make it through unscathed, and a very good chance that one of us will die during the fight. Probably me, in fact, since I am the least-suited to combat.

After several minutes of deliberation between the players deciding the best way to deal with this killing machine, the dawn caste is about to roll join battle and make his charge when I look down at my character sheet and start laughing maniacally. I announce before the start of combat that I begin channeling a spell and everyone freezes, when the storyteller asks what spell and I reply "Raising the earth's bones" the whole table falls silent, and the ST just shakes his head while I describe a pillar of volcanic rock flowing down from the ceiling to encase the automaton from the neck down, binding the starmetal strings and completely immobilizing it, so it had to watch us simply walk by and on to the next room.

That said, It also came in handy preparing a city for a siege by an army of about 500 marching toward it razing everything in their path to the ground, but I won't really know how handy until next week when the battle happens. :ohdear:

Agrikk
Oct 17, 2003

Take care with that! We have not fully ascertained its function, and the ticking is accelerating.
The fellas and I got together for another installment of our vintage Twilight:2000 campaign a few weeks ago and it was really good fun. We were playing the Armies of the Night module which basically involves the players going to Manhattan to see about recovering a shipment of lost gold and try to stabilize the island.

Among other things, the players are trying to gain some allies and found that there were two major players controlling Manhattan, namely "the Duke of New York", based out of southern Manhattan in the City Hall Enclave and "Hizzoner the Mayor" and his merry gang of thugs based out of Columbia University. The module basically rips off a lot of things from the movie "Escape From New York" but it's T2K so we just go with it.

Basically the players decide to back the Duke and set about arranging to assassinate Hizzoner, but don't have the resources yet. So they approach the Duke and ask him to help, and he basically blows them off as another group of street thugs (albeit a very well armed and equipped band of street thugs) so the players ask what they can do to earn some clout and the Duke says they can rid them of the River Rats, a collection of pirates sailing on the Hudson and East Rivers and effectively blockading the southern island.

After doing some scouting, the characters find the pirates based out of the South Street Seaport Museum and using the Lightship Ambrose as their flagship.

Asking around, they find out that the reason why it's so hard to hit the pirates is that whenever anyone attacks them, they just pile into their boats and sail south into the bay, out of range of small arms.

A plan begins to form.

The players decide to use that to their advantage, by getting their commando on and attaching limpet mines to whatever boats they can, assaulting the museum to drive the pirates onto the boats and then blowing up the mines. Simple enough, right?

The group splits up:

The Navy SEAL hauls his gear down to the ruins of the Manhattan Bridge and straps on his wetsuit and scuba gear (using the last of his bottled air) lugging 20kg of plastic explosive using some canvas sacks as air bladders to avoid sinking like a stone.

Two Army Rangers head to the roof of one of the Vladeck Housing Projects and set up a 60mm mortar, thinking if any of the explosive charges don't go off, the boats can always be shelled from a distance.

The rest of the group hires a street gang as red shirts to make a lot of noise and act as an "assault force". Generally they will make a lot of noise and hope to drive the pirates onto the boats.


So the SEAL goes to work, floating down the river with some improvised limpet mines made from plastic explosives, submerges and affixes charges to the bow and stern of each of the four craft docked to Pier 18 and 16.

One of the primary pirate vessels is anchored in the middle of the river. It is assumed that the mortar can take care of it.

Charges fixed, the SEAL withdraws and indicates that he is in the clear and the assault begins with a hail of bullets, rocket grenades and 40mm rounds from under-slung M203 grenades and the museum catches fire. The red shirts enthusiastically assault the place with the PCs hanging back and the pirates behave as expected, waking up and running to their ships and prepping to get under way.

The assault, such as it is, stalls as the pirates fight a holding action to give people a chance to pack the vessels and get underway, and the PCs are content to let that happen, launching grenades into various things to keep up the mayhem and keep the pirates motivated to get aboard.

After quite a few rounds of this, the pirates begin sailing underway at which point one of the PCs in the assault group acting as a forward observer radios the SEAL to blow charges.

In a flash and a crash, the Ambrose Lightship and the Wavertree explode violently and sink. The Peking is severely damaged and starts to drift with the river, with a bad list. The Lettie G. Howard is unscathed, the improvised limped mine having fallen off the hull and exploding harmlessly pier side. The Pioneer is still anchored in the middle of the river and begins to hoist anchor and maneuver.

At this point the mortar crew get to work, sending HE shells after the Pioneer initially scoring near-misses, sending plumes of water up into the night sky. Eventually the forward observer PC calls in corrections and scores a direct hit on the Pioneer, sending her to the bottom, followed shortly thereafter by the Lettie G. Howard and Peking

The assault force moves in to slaughter the remaining pirates on land and zap any survivors who might be trying to swim for it.

Over all, what was so cool about this session was that the players were actually able to come together, efficiently collect intelligence about the area, plan the assault and execute it successfully without a PC taking so much as a scratch.

Normally my players half-rear end their way through the planning, charge with guns-a-blazin' and improvise the hell out of things. Probably with the same result, but with more PCs taking hits.

The PCs rallied at the now-destroyed and burning South Street Museum and headed back to City Hall to meet with the Duke, to see about getting his help fighting Hizzoner the Mayor.


When we wrapped up for the evening, we all kinda sat back and had a collective "wow!" moment, like "so that's what efficiency and tactics looks like."

JimmyT64
Oct 27, 2007
I'm Special!

Agrikk posted:

Loving it when plans come together.

Every time any of the groups I have ever played with have ever spent more than 10 minutes planning for anything, crashing a spaceship into the problem has been put forward as the most efficient solution.

Even in high fantasy games.

Agrikk
Oct 17, 2003

Take care with that! We have not fully ascertained its function, and the ticking is accelerating.

JimmyT64 posted:

crashing a spaceship into the problem

Big explosions and lots of death and distruction adds a certain je ne sais quoi to any gaming session.

For our group it's always "...so I grab some C4 and..."

Bassetking
Feb 20, 2008

And it is, it is a glorious thing, to be a Basset King!

Agrikk posted:

Big explosions and lots of death and distruction adds a certain je ne sais quoi to any gaming session.

For our group it's always "...so I grab some C4 and..."

There was quite a long stretch when I was with my college gaming group (With whom I no longer play) where my character wasn't allowed to possess paraffin, flake clay, lamp oil, pottery of any kind, cotton, sawdust, alcohol with a proof greater than 70, rust, powdered aluminium, powdered magnesium, copper pieces, sand, kettles, corn, wheat-chaff, glass, rubber bouncy balls, or extradimensional storage of any nature.

Good times. :allears:

Cygna
Mar 6, 2009

The ghost of a god is no man.

Yawgmoth posted:

You should stop thinking like this because it's thought processes of this line that stop you from getting not-crazy. Not-crazy should be your end goal, fyi.

I know that, which is why I spent the first couple months trying to man up and deal with the situation like an adult, but it's gotten to the point where I need to either compromise or bow out. When I explained the situation to the rest of the group and asked if they'd rather I stay or left, they said I should stay, so whether or not they were just being polite, this is where I am now. I don't want to poo poo up the thread further with e/n posts so I'll just say that I am trying to get non-crazy, and building a tolerance is part of that, and I'm just trying to make it suck for as few people as possible. I'm sorry I brought it up.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

JimmyT64 posted:

Every time any of the groups I have ever played with have ever spent more than 10 minutes planning for anything, crashing a spaceship into the problem has been put forward as the most efficient solution.

Even in high fantasy games.

In all fairness, it may not be the EASIEST solution but it's probably the most EFFECTIVE solution.

Mormon Star Wars
Aug 13, 2005
It's a minotaur race...

I once ran a Mutants & Masterminds session for some friends of mine. Some of my players thought it would be fun have a swapped-up interfaith superhero party, so the deacon / youth pastor ended up playing a buddhist monk, the buddhist (played by a friend of mine who is of Thai descent - you'll see why I mention this in a second) played a catholic priest, etc.

So sometime after the game my friend who played the catholic priest and I go out to eat and we decide to head out to a Chinese restaurant. We ordered and while we were waiting for the food, he decided to tell me how much he loved the system. Starting with how cool it was to easily kill a bunch of unimportant bad guys. He, in his deep, echoing voice, said:

"I LOVED THE PART WHERE WE FOUGHT THE GOOKS!"
"Wrong word!"
"IT WAS GREAT, THE GOOKS WENT DOWN LIKE THEY WERE NOTHING."
"Nooo, shut up!"
"I ESPECIALLY THOUGHT THE AREA EFFECT POWERS INTERACTED WITH THE GOOK RULES WELL."

At that point I gave up and let him give his full opinion while I hit my face in the menu. When he was done, I said, "Wrong word." He looked at me quizzically and I said: "It starts with M. It starts with M."

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.

Ratspeaker posted:

I know that, which is why I spent the first couple months trying to man up and deal with the situation like an adult, but it's gotten to the point where I need to either compromise or bow out. When I explained the situation to the rest of the group and asked if they'd rather I stay or left, they said I should stay, so whether or not they were just being polite, this is where I am now. I don't want to poo poo up the thread further with e/n posts so I'll just say that I am trying to get non-crazy, and building a tolerance is part of that, and I'm just trying to make it suck for as few people as possible. I'm sorry I brought it up.

Why are you asking for their opinion on whether you should stay in a game you're not enjoying? You have the right to walk away and find a better game rather than resort to ridiculous earplug bullshit.

Cygna
Mar 6, 2009

The ghost of a god is no man.

Thuryl posted:

Why are you asking for their opinion on whether you should stay in a game you're not enjoying?

Because like I mentioned before, the game itself is pretty fun, and the other players aren't bad. I could enjoy it a lot more without that girl, but that's life. Besides, it's Pathfinder, which counts for a lot.

teamdest
Jul 1, 2007

Ratspeaker posted:

Because like I mentioned before, the game itself is pretty fun, and the other players aren't bad. I could enjoy it a lot more without that girl, but that's life. Besides, it's Pathfinder, which counts for a lot.

I'm sorry, but I have to ask this: why does it being pathfinder matter?

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.
Man, I wish I could remember which smiley is the can of worms blowing open, because it would be very appropriate right now.

Yawgmoth
Sep 10, 2003

This post is cursed!

Captain Bravo posted:

Man, I wish I could remember which smiley is the can of worms blowing open, because it would be very appropriate right now.
:can:

And I really hope this doesn't turn into an edition war because we have enough threads with that infection already.

Excelsiortothemax
Sep 9, 2006

Tactical Bonnet posted:



That said, It also came in handy preparing a city for a siege by an army of about 500 marching toward it razing everything in their path to the ground, but I won't really know how handy until next week when the battle happens. :ohdear:

Sink traps. You can make the surrounding soil any density you want so hide behind the walls and make all but the top 5 inches of the surrounding ground near liquid mud if you stunt and your story teller allows it.

That way when the army charges they all get stuck or drown. Easy pickings for an archer or death of obsidian butterflys.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Taught 6 new people to play Fiasco!

Both groups wanted the Harry Potter inspired playset (Toil and Trouble).

Now, an important thing about roleplaying is player expectations.
I had a recurring player from last week (the wonderful Dragonslayers adventure set; she played a scheming necromancer). I thought, well, Harry Potter will be goofy as a setting, but it has a lot of good drama to it.

I helped both groups set up, and both wanted to use "Relationship: Identical Twins" and "Need: to become famous due to wealth." So far, so good.

We ended up with Identical Twins, one who had "Relationship: Friend, where one always gets the other in trouble" and at the other end "Relationship: love potion brewer/recipient." The non-twins were connected through a secret society.

Since I was setting up two games, I didn't realize that one player had named their character "Whormione." I decided to go with it (although my character wasn't too happy - it turned into gender swapping hijinx).

The game, allegedly about scheming ahead of the Yule Ball (and talent show), became about gender swaps during sex and rear end pimples.

The other game, according to the notes they took, were about a pair of identical twins trying to find out how their parents died, and dealt heavily with autoerotic asphyxiation.

The aftermath went as well as could be expected:
*The good twin's love potion worked, and he slew the insane School Hero, ending up with complete mental dominion over his beloved; (rolling an 11). This is highly unlikely in Fiasco.)
*The love interest, who was momentarily turned into a mouse after trying to rig the Yule King and Queen ballot, was extremely shy, and not able to resist becoming a housewife;
*The rear end-pimples character (Ignatius Pimplebottom) won the talent show with his singing rear end, but they exploded, and ripped him in twain;
*His blood splatter landed on his beau Whormione, who was forced to clean it up due to work study.

Golden Bee fucked around with this message at 08:17 on Jun 25, 2012

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.

Thuryl posted:

In short, we're planning an insanely ambitious false-flag attack on a target way out of our league with backup that may never arrive. If even a single part of our plan goes wrong, chances are we're all going to die. And it's going to be awesome.

Quick refresher: the party's a group of resistance fighters against an invading empire, and are currently being escorted by imperial soldiers to the fort from which the empire is overseeing the invasion, with the promise that they'll be granted a full pardon by the general there. We know it's probably a trap, but we're going to take advantage of it to attack the fort and hopefully assassinate the imperial general. People in this thread (okay, one guy) asked for updates on this plan when it actually went off, so now that the next session's come and gone, here's the end of the story.

We try to stall as long as possible while getting to the fort, both to give our allies time to arrive (if they're coming) and to give us time to persuade our escorts to betray the empire and side with us when the fighting starts. By the time we get there, the captain of the escort force is eating out of our hand and we're marched right into the general's office fully armed.

Pretty quickly, we realise something's weird. The office is guarded, but only lightly. No soldiers pour in to drag us off to the dungeons. The general actually seems interested in talking things out with us. Realisation dawns: it wasn't a trap. The general's lost too many good soldiers trying and failing to hunt us down, and enough is enough. He really does want to offer us a full pardon for our rebellion, in exchange for us giving up the fight against the empire and getting out of this war forever. If we play our cards right we can still take advantage of the offer before he finds out we've convinced about 100 rebels and 40 of his own soldiers to assault his fort.

Well, poo poo. We hadn't planned for this possibility.

We look at each other awkwardly for a few moments, trying to gauge who wants to take the offer of safety and who's angry enough at the empire to keep fighting. Eventually our fighter breaks the tension by hitting the general over the head with an axe.

The battle itself is long and brutal, and marked by incredibly swingy luck with the dice: there's barely a round that doesn't feature at least one critical success and one critical failure. One of our mages, a somewhat unhinged stone-shaping expert, botches an attempt to collapse the floor under the general, and instead she brings the whole room crumbling down to ground level with all of us still in it. We pick ourselves out of the rubble and look around to see imperial soldiers fighting among themselves throughout the fort, as our attempts to talk our escorts into treason finally pay off.

Archers rain arrows down on us from the outer walls. A wizard storms out of her quarters and blasts us with fire, searing us relentlessly as we scatter and scramble for cover. Our party's second mage gets taken down to within one good hit of death by the third round of the fight; after our healer brings him back from the brink, he stays in hiding and takes pot shots at soft targets while the party members who still have HP and resources left go on the offensive. Our archer spends half her supply of hero points on a single attack, and rolls a critical success on it: the enemy wizard is pinned to the wall by a barrage of arrows and bleeds out. Our fighter duels with the imperial general amongst the rubble of the fallen building, taking him down with a critical hit of his own. Our shaman creates an illusion of a terrifying dragon rampaging through the fort to sow even more chaos. Our NPC allies within the fort are slowly being boxed in between a wall and the enemy: if they're wiped out, their attackers will turn on us next, but we're too busy on our own front of the battle to help them.

As the fighting rages on, we start to hear shouting, running footsteps and the sounds of battle from outside the fort. Our supporters in the resistance movement have come through for us after all! We hold out for a few more rounds, slowly pressing back the enemy into the central courtyard of the fort, even as our allies fall one by one and our party grows increasingly wounded and exhausted. Finally, the main gate of the fort is forced open, and a triumphant rebel force pours in. Almost instantly, the tides of battle turn, and the surviving Imperial loyalists, surrounded on all sides, drop their weapons and surrender. The war isn't over, but the campaign is, at least for now: with a fort of critical strategic importance in our hands, one of the empire's most respected generals dead and a small army of rebels on our side, the imperial forces are in disarray and we've got a nice long breather to decide what we want to do next. Some of our characters will continue fighting for the resistance, while others will escape into unoccupied lands and try to live out their lives in peace.

Overall, it was one of the best sessions of the best game I've played in in a long time. At the lowest point in the fight I honestly thought we weren't going to survive it, and apparently the GM thought the same: he told us after the session that halfway through the battle he'd started writing up a little epilogue about how we'd be remembered as heroes who gave our lives fighting for the resistance. But instead we rallied, and achieved a victory beyond our wildest dreams when we first went on the run from the empire. We had to manipulate our own allies and throw a sincere offer of peace back in the face of our enemy to do it, but we've struck a decisive blow for the freedom of our people -- on balance, it was worth it.

Kumo
Jul 31, 2004

Bassetking posted:


I could tell you of any one of three different times the DM converted the entire party into furries.

I could tell you about how we never finished a campaign. In the course of six years, we never got to play an adventuring arc from beginning to end.

I could tell you how no campaign ever lasted more than three to six months.

I could tell you how every time we started a new campaign, we had to start at level 1, "so that your characters can evolve organically, through gameplay."

I could tell you that we "weren't allowed" to keep our character sheets. Not because he was worried we'd cheat, or change, or lose them, but because if and when he decided to write up our adventures as a novel, he'd need them for reference, and copywrite.

I could tell you how over the course of six years, I never once played an arcane caster, in 3.5, because the GM's girlfriend/fiancee/wife had a penchant for spellcasters that was only matched by her crippling lack of self-worth, and constant paranoia regarding judgement.

I could tell you about how five of the seven people at the table couldn't figure out how to build a character after six years of using the system.

I could tell you how the GM railed and ranted against the use of OOC and Metagame knowledge, and then proceeded to use the exact same set of tile-matching puzzles in each dungeon; getting angry if the group didn't spend an hour or two real-time going through the motions of re-solving the exact same puzzle that he'd put in the last dungeon. Or how every trap was of the "old school" variety.

I could tell you about how the GM refused to run a game anywhere other than his apartment, because he needed his vast library of rulebooks for inspiration and adjudication; a practice which, after college, meant that four of the seven players had an hour-and-a-half drive to get to the game.

I realize that most of this is cat-piss red-flags, and doesn't really link to that massive introductory screed, other than to show just what happens when the "DM IS GOD" mentality is given its freest reign.

I want to hear more of your stories. Please.

Grand Prize Winner
Feb 19, 2007


Yawgmoth posted:

:can:

And I really hope this doesn't turn into an edition war because we have enough threads with that infection already.

The only moral edition is my edition.

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.

Thuryl posted:

We had to manipulate our own allies and throw a sincere offer of peace back in the face of our enemy to do it, but we've struck a decisive blow for the freedom of our people -- on balance, it was worth it.

Stories like these are why I could never play a good evil game. Or hell, even morally ambiguous. I would have flipped my poo poo when the dude attacked the General and probably hosed everything up. This story is amazing, keep them coming!

Temascos
Sep 3, 2011

Had a fun game with my Skype group, we Fudged up some rules and played "superheroes", the following transcript was written by our DM which is fairly comprehensive.

quote:

Gunman: The man of a million guns. He has the power to turn anything he can pick up into a firearm with intense concentration and a mental image of what he wants it to be. He must be able to physically lift the object to mutate or operate it. He is of pretty average strength to boot. (Temascos)

Shifter: Has the power to manipulate many features about his own body. He can remove all friction from his feet, or make himself burn at thousands of degrees, or turn his head into copper if he so wishes. So long as it is his own body he has free reign over what to do with it. The laws of convection happen with heat, but it is localised to him entirely. So long as he starts the effect he feels no negative effects from it, bar weight of new appendages. He is naturally quite strong, but can make himself stronger with concentration. (Cold Chaos)

Patches: The groups healer, with a rather unusual twist, he needs a host and an object to 'heal' his allies. He transfers the properties of one object to the person he is touching to patch up wounds. This power also operates as an attack, it is based on Patches intent when transmuting the object. The party being transformed (if friendly) can make their transforming intent clear, any wounds on them will be patched with the material the object is made from, before healing naturally as flesh. (Sweed)

Mold: Patches brother and his greatest ally, while Patches can pass on the properties of an object to others Mold can turn into any tangible object with a degree of concentration, the more complex the object the lesser the time he can hold onto the mental picture necessary for his power. It is greatly aided if he has recently held the object or has it in sight.

After a long night of work taking down a mob boss known simply as 'The Boss', a group of local super heroes are going to celebrate at a nearby tavern, drinks and merriment aplenty at their good deeds as the news is running a story celebrating their deed, eventually they get called over by a large man named Larry for a game of high stakes poker, feeling lucky already tonight they partake, winning hand after hand. They are half a million up after half an hour.

Then the stakes are raised and there is four million at the table, they put down their hand, it was a good hand, the heroes they have won for the second time tonight. Then Larry places his hand, a full house. The bastard hustled us, he runs out the back. Another large man enters the bar. A man known only 'The Baptist comes in from the front as Larry leaves. He says to our heroes “You better pay up quick, or I will drown you and your mums.” Four million down and without that kind of cash, you realise that 'The Boss' was actually Larry, he has escaped already. It must have been a fall guy you taken down.

A group of mobsters bust into the bar. 2 with tommy guns, the other 4 with clubs. Patches grabs the man behind the bar and tries to take the properties of a barman, due to a poor roll all he gets is learning a variety of cocktails. The group proceeds to take some drinks from the bar, turning the barman hostile.

Gunman grabs a stool and attempts to turn it into a firearm, he fails and it falls apart in his hands. Goth turns into a tommy gun and Gunman attempts to make up for the stool, he fires into the crowd of mobsters. gaining a hit on all of them. His next shot missed. Fortunately the whole spray struck the bartender, taking him out.

Mold then turned back to human form, he attempted to transform into a bat so that one of his allies could wield him against the attackers. He failed and turned into a pillow with a wooden club inside. Patches attacked with him anyway, landing a successful hit. Mold then turned into a bottle of alcohol, which Patches drank from, then hit someone with, breaking his brother in the process.

Shifter attempted to turn his finger nails to titanium to stab a guy, it failed. Instead turning his nails to gold and giving some poor fellow heavy metal poisoning, taking down one of the men wielding Tommy Guns. Three of the melee mobsters dive behind the bar.

The remaining Tommy Gun Mobster fires on Gunman, scoring a hit. Gunman responds by pulling a lantern off the wall, transforming it into a flame thrower and setting him ablaze. Meanwhile the fire continues with Shifter heating his own body up and attempting to fire up the bar, it hit the wood but not the alcohol. Two of the three escaped the blaze. One attempted to jump the bar but failed and slammed face first into the fire. One made it but his ankle was caught in the fire. The last one successfully jumped the bar and kicked Shifter in the face.

As for Mold and Patcher, the bottling continued. Mold repaired his broken bottle form Patches threw it at the one remaining mobster, due to a better transformation the alcohol Mold became was a bit more ptent and will give that mobster a very horrible hangover come morning. (If he survived the bar burning down)

As for the mobster with his ankle of fire, he patted it out and was ready to resume fighting. Shifter turned into something akin to a giant middle finger and gunman prepared to transform him into a middle finger machine gun. It failed, creating a potent (yet inferior) pink finger launcher. Giving the guy a doctor evil style death.

The group finds a note that must have dropped from Barry's pocket, listing a nearby warehouse. Deciding that this must be where 'The Boss' is hiding, the group heads outside the burning bar. heading out back onto the streets, a group of low key mobsters were waiting outside along with small time villain Streak, the traffic comes to a stop and people begin evacuating their cars as Streak begins taunting you. The Baptist and the boss are already gone.

Streak: You can't take down the boss! He's the king of this neighbourhood! Get em boys!

Gunman grabs a trashcan and turns it into a mortar launcher, firing trash debris at the criminals across the street. The trash explodes on impact, taking out half the crew. Mold turns into a motorbike which shoots fire, which Shifter attempts to ride. Instead crashing into a car just infront of them. Shifter collects himself and heads across the street, turning his hands to metal, cutting open a cars gastank and ignite it, detonating the car and nearby mobsters. It fails, instead he excretes a more fuel efficient fuel. The mobsters attempt to collect it, but slip and fall into the puddle of slick oil.

Streak runs across the street and attacks the other side of the group. His super speed aiding him a bit. Gunman dumps the empty trash can and grabs another. This time it's aimed directly for Streak, the shotgun blast of trash carries him into the distance. Meanwhile Mold and Patches, picking up on Shifter's firey plans attempt the motorbike again. Driving across the street and ramming the collapsed mobsters. They not only fly away Team Rocket style but set on fire.

The street clear of enemies, they head on.

There is little resistance outside the warehouse, on the inside is where all the business was taking place. Filled with wooden crates and cardboard boxes, it's a treasure chest of illegal guns and drugs. And 'The Boss' is in. You arrive unnoticed by the residents.

You notice Barry the Baptist, the mob's torture technician, an angry man who drowns people in his spare time. You owe him 4 million dollars. He is spouting a rather stupid plan about going to the news about the gambling debts and defacing the heroes.

Having not been spotted yet, the group rumages through the crates, it's a drug and gun warehouse. The front this place is pulling makes it look like a toy warehouse, filled with defective and cheap toys. The group finds an Optimus Prime action figure, Mold attempts to turn into Optimus Prime, succeeding. Patches tries to take the properties from him, failing and turning into an oversized Optimus Prime toy. Gunman takes it to create an Optimus Prime Launcher.

Meanwhile Shifter attempts to create a diversion. Turning himself into a beautiful woman, it fails and he becomes incredibly ugly, he still climbs atop the warehouse shelves and grabs everyones attention. Luckily the boss and Barry find her/him attractive. Shifter attempts to roll for beauty, instead backfiring and becoming uglier. This does act as a distraction though. The group attempt to lie and claim they are there for a 'toy convention'. It doesn't work. One of the mobsters is so struck by how ugly Shifter is that he collapses into a nearby body of water (Barry's drowning pit) and drowns himself. One of his friends attempts to save him, it is futile.

Patches begins the fight by charging and hitting a thug. It hits, unfortunately he is still an optimus prime toy, as in, he is made of light plastic. The two ninjas in the warehouse climb up to Shifter and attack. Gunman runs to the body of water and transforms his Optimus Prime gun into a high pressure water jet and fires it at Barry. It sends him flying across the room, along with four of his goons, two of his mooks are crushed by a toppling forklift that was in their flight path. One of the survivors spends the rest of the fight mourning his fallen allies.

Patches, still a plastic toy, is attacked by a thug, one of his legs is knocked off. Another mobster attempts to shoot Patches. Missing and shooting his friend in the back instead. Patches transformed back into a human and has a plan for the ninjas, he cups some water from the pit and hopes to transfer the properties of water onto a ninja, making him a liquid. It fails and just ends up hydrating his enemy. Patches then grabs the ninja and Shifter and transfers their properties to him. Shifter becomes ultra acrobatic for a period, he turns his feet into metal and does a spinning kick, he actually rotates 1080 degrees and sends the ninjas flying across the warehouse, they splatter into the walls.

Meanwhile, a thug finds a shotgun and fires on Gunman, it misses. Mold himself transforms into a fully automatic shotgun and Gunman wields him. Not only killing the mobster, decapitating him, making his head and body fly across the room, land on Barry. The head reconnects with the body for a split second and the mobster utters some final words of respect before dying.

Barry is now heading back into the fight. Mold returns to human form. Barry grabs him and begins to drown him in water. Rendering him helpless. Patches transfers his alcohol that he drank earlier into Barry, making him drunk. Then attempts to turn him into wood by holding the nearby table, it just makes him tougher. Meanwhile 'The Boss' jumps into the fight. picking up the fork lift and attempting to throw it. It fails. Gunman turns his attention to him after failing to kill a mook with his high pressure water gun.

Shifter still has sights on Barry. Deciding to dive above him, turn to stone and crush him on the way down. It fails as he becomes a light stone that bounces off Barry's (now wooden) head. Mold turns into an electric eel and attempts to shock Barry, but since he is now made of wood it is all for naught. Instead Shifter attempts something else. He sets the wooden, alcohol filled Barry on fire, the explosion this causes kills the surrounding mobsters and nearly killed Barry. In a drunken stumble Barry collapses into his own pool of water.

Meanwhile Gunman has picked up a table and made it into a firearm, a harpoon launcher with table legs. He lands a hit. The Boss responds by picking him up and throwing him across the room, being seven feet tall and with muscles three feet wide, this is painful. Gunman just gets up and tries to fire again. The Boss picks him up and throws him again. This time he throws him through the skylight, he flies up a whole mile. Before landing in the body of water with the barely alive Barry. Patches runs up and heals Gunman. Who gets back to work by firing his last harpoon at Barry, scoring a headshot, Barry is finally down.

Back on land. Shifter turns his arms to gun powder and punches a thug. Unfortunately the blast sends them both recoiling, the thug is dead, Shifter is not. Meanwhile Mold is rumaging through crates for something he can turn into, finding a Magic 8 ball he decides to run at 'The Boss' jump at him and turn into a spiked ball mid flight. Due to him imitating the low grade 8-balls (filled with mercury formilate) he explodes on impact. Mold reforms and finds another thing. A stick of dynamite, he transforms into that and Gunman picks it up, upgrading it himself into a cluster bomb, which is also thrown at the boss. The boss is now weak and on low health. Patches grabs a toy doll and transfers his properties onto 'The Boss' which causes him to gain plastic detachable limbs like that of the doll. With him being the only remaining opponent. They decide that instead of killing him they will donate him as a toy to a nearby orphanage.

Upon leaving the warehouse. They are greeted by an adoring crowd. One would wonder why they adore them.

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Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS

Temascos posted:

Had a fun game with my Skype group, we Fudged up some rules and played "superheroes", the following transcript was written by our DM which is fairly comprehensive.

There are far too many words and far too little grammar in that transcript there. Mind translating?

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