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Doodmons
Jan 17, 2009

Agrikk posted:

Awesome! The opportunity for awesome storytelling and role playing here cannot be passed up.

Please, please, please tell us that, after the thief went and sold the eye you sic'd the avatar of a heartless god on them for betraying his trust. Nevermind what could and should should happen to the paladin when the god of lifeless nature (a great concept, by the way) tells his brother, the paladin's deity, what's up.

I'm not saying to have the avatar up and paste them or anything. I'm saying there's a great opportunity to have the thief and the paladin called to task for their indiscretions against, you know, gods.

Imagine the rude shock the paladin gets when he gets a visit in a dream from his god saying, "You now owe my brother, the god of lifeless nature, one task to be performed at his discretion."

And the thief automatically fails his next thieving attempt, gets caught and dumped into jail, where he is bailed out by a priest of some kind of the god of lifeless nature who doesn't know why he was to do this only that, "I received a visitation from my god who told me to seek a pardon for you and deliver a message."

Or better yet, give the thief a hidden penalty to all of his thieving rolls and make the thief wonder where the penalty came from. Eventually he might seek out a priest who could divine the truth for him...


And then send them on their next adventure as the geas-ed minions of the god. The tough part is to do it without being railroady about it. You still give the characters free will and agency, but until they agree to perform the task, make all of the palidin's spells do the absolute minimum of any random effect (all healing spells restore 1hp, etc) and the thief gets a -5 piety adjustment to all thieving rolls.

What on earth is this? Hidden penalties that they "might" "eventually" read your mind and work out where it's coming from? Automatic fails? Railroady bullshit leading to the thief being dumped into jail no save and then being bailed out by GM fiat? A loving geas? Making the players' moves poo poo? Please tell me you're joking. As well as being complete poo poo in any system, this is antithetical to what Dungeon World is all about.

That said, having the god figure out he was tricked and then getting mad about it is a great source of plot development. Assuming you do it sensibly rather than with awful poo poo like the above.

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goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
You should make the God of Inanimate Nature really happy with them, so much so he keeps helping them out. Like causing an avalanche to kill those bandits (and bury the item they were there to recover), collapsing a natural stone arch to keep a dangerous animal at bay (and trapping them on a rocky outcropping), or blowing up a dust storm to hide their tracks (and also sandblasting everything in the vicinity). Maybe he can even show them some things he's really proud of, like the tops of mountains and the singing dunes in the middle of a desert.

Agrikk
Oct 17, 2003

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

Doodmons posted:

What on earth is this? Hidden penalties that they "might" "eventually" read your mind and work out where it's coming from? Automatic fails? Railroady bullshit leading to the thief being dumped into jail no save and then being bailed out by GM fiat? A loving geas? Making the players' moves poo poo? Please tell me you're joking. As well as being complete poo poo in any system, this is antithetical to what Dungeon World is all about.

That said, having the god figure out he was tricked and then getting mad about it is a great source of plot development. Assuming you do it sensibly rather than with awful poo poo like the above.

I wasn't talking about the players reading my mind. There is a narrative device possible that instead of an automatic fail, you tell the player of the thief, "Your initial attempt to pick the pocket is successful, but you feel a force outside of you yank at your hand and you blow the attempt. Your target spots you. Roll initiative." My players would shriek WTF! and then as a metagaming moment we'd have a conversation OOC about how they made the roll but the failed because of some external force interfering, etc...

In my mind I'd not envisioned a "you botch the roll, go directly to jail do not pass go". I'd seen more the attempt is botched then let the thief try to escape and get more and more frustrated by his lack of "luck".

But whatever... After rereading my post, it did come off as railroady. And I admit to knowing nothing about Dungeon World. But then again, the players are mucking about with gods here. If they want to steal from them, they have to accept the consequence that they might get turned into a newt. No saving throw.

My point was that the robbery from an avatar of a god would be a great plot point to explore. And my post above was a bunch of thoughts written down as they came to me without thought towards actual playability.

I humbly apologize for that post and beg your forgiveness.


Agrikk fucked around with this message at 22:18 on Feb 11, 2014

SpiritOfLenin
Apr 29, 2013

be happy :3


Black Crusade is really loving silly

Had a semi-one shot semi-campaign session of Black Crusade on the weekend at a con, and boy is Black Crusade stupid at times. In a pretty silly way considering you and your co-players are playing as a bunch of even more horrible people than what people in Rogue Trader are, and this was no exception. Cast included such gems as

a Khorne Psyker (that was somewhat angry about this among everything else. He also blew up very early on). Was also permanently on fire because Chaos.
a Slaanesh Pseudo-Demon sniper with a somewhat Khornateish view on life what with hating almost every sentient being he meets (my PC - first mutation was Pseudo-Daemonhood, combined with the amazing stat rolls I got it has had absolutely amazing dice luck, except when it comes to actually doing anything with the stats). Is also capable of running something like 40 mph (not sure about conversion rates from km/h), going pretty much literally invisible thanks to the collective bonuses she has to Agility rolls and scaring the everloving gently caress out of anyone who manages to spot him/her. The perfect stealth monster in other words.
a Nurgle Pseudo-Demon that loves everyone and smells bad. Also scares the everloving gently caress out of anyone who sees him because Pseudo-Demons are Fear 4 (the most terrifying level of fear in Black Crusade) for some reason.
a Tzeentchian Heretek Psyker that Never. Stops. Pushing. Every single combat he was most of it stunned or worse because pushing psychic powers is retarded. His insides were outsides as well. It means what it says.
and finally the replacement for the Khorne Psyker, a Slaaneshi pirate prince with maximum swag. Also has a demon butler.

The session started more seriously, but since it was a game played over the night... it sorta devolved at some point. There was an over all plot of the PCs trying to find some demonic artifact/boon/thingy before one of two other groups would get it, and this search was achieved through generally speaking causing terror and mayhem everywhere. The Khorne Psyker got partially killed because we faced goddamn dudes with muskets who were not afraid of our two seriously terrifying Pseudo-Daemons because they had an amazingly badass commander who gave no fucks about seeing something that should technically be in the warp. Thanks to the miracles of Horde rules in Black Crusade they did plenty of damage and it didn't help the Khorne psyker's case that our Tzeentchian Psyker literally threw him closer to the horde, at which point he blew himself up with Psykery, mutating the horde in the process. Still, they had a really bad rear end commander, thanks to his yelling at his troops they managed to ignore the eye-searing sight of two pseudo demons, something that forces normal humans to take willpower checks with 1% chance of success or becoming terrified/going into fear coma. Fear coma is abused later on when the Slaaneshian pseudo-demon comes out from stealth right in front of a Khornate Tech Heretek, causing fear coma. His guards also went into fear coma and the DM went "this is stupid" and fiated that they made their rolls so we could make some progress because everyone seeing our group for the first time just goes into fear coma. One of the few not to suffer that fate was the pirate prince, who was just 'mildly shocked' when he first saw us.

We also had a "rokk falls, everybody dies"-moment almost when a rokk was falling towards the planet we were on and it was literally randomly generated as to where it hits, and everyone had a great laugh when we realized what might happen. It didn't hit any of us, thankfully. Unfortunately the village of the musketeers got flattened and they got a bit pissed off at the Orks, and we used that to our advantage as we'd managed to corrupt them to the cause of Chaos after the Psyker died, brushing off the incident where we murdered half of them as an 'unfortunate misunderstanding'. They also got the Steelhearted mutation, which essentially made them fear less, which offended my Pseudo-Daemon who checked whether they literally had steel hearts by performing chainsaw back alley surgery - they didn't.

The most notable part of the session was essentially the climax boss fight against the Ork leader - the Orks USED to be Khornate Orks, but the human leader got killed by a Kunnin' Mek. How the GM described it was that the Mek had a rokkit pack, charged the power armoured Khornate ex-comissar that had somehow took control of the Orks, lifted him high in the air and dropped him. Fall damage is terrifying and ignores armour. The Ork still had the comissar's hat as a sign of status, and we slowed down the Waaaaaagh by shooting the hat off his head. The Waaaaaaaargh naturally stopped until they found the hat again, the Boss can't fight without his hat obviously. Unfortunately it meant he was somewhat obsessed with killing the pesky Slaaneshi Pseudo-Demon responsible for that heinous act later in the actual boss fight, and he kept trying to shoot rokkits at me, missing every single one at least. He also had a 20% force field that blocked way more hits than the low chance should have allowed to. Stupid dice. The fight went a bit desperate after both the Pseudo-Demons were banished into the warp (with the Slaaneshi one bamffing because he/she fell down from a tree) and the Heretek was running in fear thanks to yet another botched Psychic power, leaving the pirate prince to deal with the Mek and one of his minions alone. He did manage to do it, but somewhat... slowly. He used up every single shot for his bolt pistol and had to whack the stunned and barely conscious Mek for a long rear end time before he deigned to die, thanks to the hardiness of Orks. He literally used something like 12 rounds of combat just fighting against that stupid Mek, first melting the Mek's choppa, then blowing up his rokkit pack and power armour, and finally just slowly chopped him to death. If the Ork hadn't lost his choppa he would have murdered the pirate prince quite easily, but as it was the Mek was left with only his fists and he could only do a couple points of damage to the pirate a round - but the same was true on the other side, so it was just a slow, painful fight.

The pirate sawed off the Ork's head and put it on display inside our ship's trophy room.

Luigi's Discount Porn Bin
Jul 19, 2000


Oven Wrangler
I'm a fairly new DM, and I recently ran a game (second one ever, first in this system) that at first left me wondering if I was too easy on my players. It was a one-shot of a Basic D&D retroclone, where 3 of the 5 players had zero RPG experience. Some goblins had taken over a winery and slaughtered most of the wealthy family that ran it, so the PCs were hired by the local mayor to clear them out. In fact, as the PCs would eventually find out, the family had been distilling their lovely wine into highly concentrated moonshine, which they then sold to the goblins to use as incendiary weapons against the friendly human kingdom (the goblins killed the family for trying to screw them over on a deal). One of the only survivors was the eldest daughter, who I played as fairly cold and businesslike despite her family's death, like she could run the winery competently if unpleasantly after the PCs finished up. I was expecting the PCs to sneak into the vineyard through a nearby forest, but instead they got it in their heads that the daughter had actually orchestrated the whole goblin invasion so that she could take over the winery herself after the goblins looted the place and left. So they used magic to disguise one PC as the daughter, and then marched up to the front door of the winery and tried to bluff their way in, saying that she'd forgotten some important papers in the house and had brought some human guards to help watch over the winery in the meantime.

I hadn't planned for the daughter to be some kind of murderous psychopathic mastermind, so this was a problem. I had to choose to either change the plot on the fly, or have the goblins attack on sight and risk a TPK before the adventure really even started - I couldn't help thinking of the second Worst Experiences thread where there was like a 10-page derail about what to do in this exact situation. Fortunately it wasn't a hard change to make to the plot, so I decided to go for it. The goblins were all "Why you here again? This not part of deal!" but eventually let the party in after a couple of good rolls. The party had a great time looting the place, chopping through hordes of minions, fighting the flame-spitting shaman and Drunken Master goblin martial artist leader, and jumping away from the building in slow motion as it was obliterated by exploding goblin moonshine. The RP newbies especially seemed to love it. I'm still not sure it was the right call, but either way it definitely made for a great night.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

If it lead to a good time, it was the right call. That's what we're all doing this for, after all.

Lucky Guy
Jan 24, 2013

TY for no bm

Agrikk posted:

And I admit to knowing nothing about Dungeon World. But then again, the players are mucking about with gods here. If they want to steal from them, they have to accept the consequence that they might get turned into a newt. No saving throw.

Malign divine influence could actually work pretty well in Dungeon World - the basic mechanic is roll 2d6+stat, 6 and under is a failure and the GM gets to do something, and 7-10 is a partial success, usually with consequences. What "failure" and "consequences" means are totally up to the GM (and to the players, if you want to crowdsource horrible things like we often do). The thief fails trying to be sneaky, and you can say that the reason he failed is that the perfectly solid earth he was tip-toeing along suddenly turned into a mudslide and dumped him in clear view of the guards he wanted to dodge. I definitely wouldn't do a, "rocks fall, you hosed" kind of thing, but one of the beauties of DW is that failure can mean whatever is most important and interesting to the story.


However, I really like goatface's idea. I've established that clerics of this god of lifeless nature are extremely rare (a stone doesn't care whether you pray to it or not, it's just there), so he could claim the paladin as his own and lend him "miracles". It could dovetail into the bard's strange musical influence over the weather, too. The last session ended with them getting totally lost in the western reaches of their home kingdom, so they haven't fenced the Eye yet, but if they do, the god might feel something for the first time in eternity - betrayal.

This reminds me of another great story from this game. When I decided I wanted to run DW, I decided that I wanted to go old school - Tolkien western European medieval fantasy, haughty elves and stout dwarves, the classics. As such, of course I started the adventure in a bar, where all good adventuring parties are born. I wanted to give them impetus for adventuring right off the bat, so I asked the paladin of beauty, who fell into the leader roll, "There's some danger coming, and it isn't safe to stay here tonight. What is the danger?" I expected the answer to be something like the thief has enemies, or there's a goblin invasion.

His answer: the impending doom was that the weather was going to be ugly, and he needed to flee to somewhere more beautiful. Not dangerous weather, with tornadoes and lightning strikes, just gray skies with a miserable drizzle that bums everyone out. Then the bard decided that the weather was nice until he sang a sea chanty about bad weather in the common room, and suddenly the sun disappeared behind dreary clouds. Since then, most partial successes on his magical performance move have involved lovely weather as the consequence.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Luigi's Discount Porn Bin posted:

The RP newbies especially seemed to love it. I'm still not sure it was the right call, but either way it definitely made for a great night.

Your players came up with a clever idea, you ran with it, and everyone had a good time. That was definitely the right call. Congratulations. :)

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Bieeardo posted:

Your players came up with a clever idea, you ran with it, and everyone had a good time. That was definitely the right call. Congratulations. :)

I couldn't agree more.

Luigi's Discount Porn Bin posted:

jumping away from the building in slow motion as it was obliterated by exploding goblin moonshine.

This sounds like the perfect ending. Good job.

mmj
Dec 22, 2006

I've always been a bit confrontational
I had a great if somewhat insane Paranoia game last weekend. I tend to be really permissive about what items are purchasable in the IR market and obtainable during the mission because my players are infinitely more efficient at killing each other than my npcs ever are so by the end of the mission my players are usually decked out with crazy equipment. In order to keep some limit on the madness I roll for the most outlandish requests to see if the item is available. A first time player asked me for a cloaking device, but the roll wasn't quite good enough so I told her she got an item that prevented electronic equipment and cameras from detecting her. Later in the game she started using her teleport mutant power in the middle of a big chase scene, bringing various teammates along with her. Naturally all the players announce that they are taking pictures/video/etc of these events to report her later. After the fight all 5 other players sent in their evidence, only to be told that everyone but the teleporter was found guilty of treason for the teleporting shenanigans and to execute each other. No one else had seen the player get her scrambling machine so they didn't know she wasn't in the recordings.
One of the other players kept rolling crit fails while trying to pick other players' pockets and died twice from sticking himself with poisoned needles in the bags. The same player chose "weeaboo" as a tic and managed to pick up a suit of samurai armor with leg actuators to let him "anime jump" and a katana. He managed to use his absorb energy mutant power in front of the entire squad before each battle by pretending he was meditating instead. I love my group, it's gotten to the point where I don't need to write more than a bare skeleton of a plot and just give them enough time in the IR market to off each other.

J Miracle
Mar 25, 2010
It took 32 years, but I finally figured out push-ups!

Doomsayer posted:

To be completely fair that is literally what happened to me. I was a 3.5 grognard all through high school and refused to do more than scornfully mock a game for stupid plebes like D&D: WoW Edition, then one of my friends in college kept badgering me to try it and then I finally did and never went back. So it is possible!

But yeah I'm mostly doing it because I don't have anything else to do Friday evenings, it starts at 5 and is over by like 8 which is just about when my other friends are ready to go a'drinkin' so v:v:v

If no one wants to hear the stories though that's totally fine, I'll gladly shut up.

Just so I get this straight in my head, you are a grad student and the grogs in this scenario are undergrads right?

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

mmj posted:

where I don't need to write more than a bare skeleton of a plot and just give them enough time in the IR market to off each other.

You have learned the moral of paranoia. Give the players funny scenarios and be consistent, that is the whole of the law.


J Miracle posted:

Just so I get this straight in my head, you are a grad student and the grogs in this scenario are undergrads right?

Let it go.

J Miracle
Mar 25, 2010
It took 32 years, but I finally figured out push-ups!

Golden Bee posted:



Let it go.

Sure thing, nothing weird or sad about that.

Volmarias
Dec 31, 2002

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

J Miracle posted:

Sure thing, nothing weird or sad about that.

Says the man in the thread about grown men playing elf games.

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Notable gaming experience: against all common morals and sense, I play RPGs with people younger and less credentialed than me!

e: vvv legit thoughts

Doc Hawkins fucked around with this message at 18:52 on Feb 12, 2014

Achmed Jones
Oct 16, 2004



There's no need to start this back and forth again, but let's not pretend that J Miracle's post was about credentials or maturity. It was about the power dynamic between student and teacher and the appropriateness of grad student - who could function as a lecturer, TA, etc - bringing their considerable power to an undergraduate meeting that is generally free from oversight by faculty and teaching assistants.

Let's just all agree that Doomsayer doesn't have any students or teaching responsibilities. Maybe he's in the sciences and works in a lab. Maybe he's a terminal masters student. Maybe he's on fellowship and doesn't start teaching until next year (in which case I sure hope he doesn't end up with one of his buddies in his class). Then the problem evaporates and we can go back to talking about cat pee.

J Miracle
Mar 25, 2010
It took 32 years, but I finally figured out push-ups!
I actually think its just pretty lame to harass college students as a college grad.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

J Miracle posted:

I actually think its just pretty lame to harass college students as a college grad.

Your position has been noted and logged, we all appreciate it. Your feverish defense of grown adults being mocked by slightly older adults is noted, even when all parties concerned are, as noted, grown adults. You have made your point, for which we are all grateful.

Achmed Jones posted:

There's no need to start this back and forth again, but let's not pretend that J Miracle's post was about credentials or maturity. It was about the power dynamic between student and teacher and the appropriateness of grad student - who could function as a lecturer, TA, etc - bringing their considerable power to an undergraduate meeting that is generally free from oversight by faculty and teaching assistants.

Let's just all agree that Doomsayer doesn't have any students or teaching responsibilities. Maybe he's in the sciences and works in a lab. Maybe he's a terminal masters student. Maybe he's on fellowship and doesn't start teaching until next year (in which case I sure hope he doesn't end up with one of his buddies in his class). Then the problem evaporates and we can go back to talking about cat pee.

Yeah, it would be lame if he was teaching one of their classes or whatever, but there is no real indication that this is happening and the odds are pretty long anyway and this derail is really, really dumb.

Doc Hawkins posted:

Notable gaming experience: against all common morals and sense, I play RPGs with people younger and less credentialed than me!

Yeah somehow I interact every day with people with both more and less education than I have, and somehow the world keeps turning.

Winson_Paine fucked around with this message at 20:05 on Feb 12, 2014

Name Change
Oct 9, 2005


It's the last day of the current Encounters season, and my group has a bit left to do tonight. I'll explain what the hell happened over the last two months or so when I can find the time, but in the meantime, tonight's achievements and what players can use them to do.

Cash in an achievement to:

-Immediately gain your healing surge value in temporary hit points, which are lost at the end of the encounter OR
-Regain two healing surges OR
-Gain advantage on any d20 attack roll, check, or save OR
-Deal +5 damage on any one attack that involves a damage roll

If an achievement with the [Party] tag is met, everyone in the party can use one of the bonus options and the achievement cannot be completed again. Otherwise, every character can get every achievement--the achievement isn't lost to everyone else if one player gets it first.

Clever Girl [Party]
Attack and hit a creature three times in a single round with attacks that have combat advantage.

I Drink Your Milkshake
Run out of healing surges.

Just Going to Stand There and Watch Me Burn
Take at least 50 points of ongoing damage throughout the session.

Last of the Orc-Hicans
Be the last character alive.

May the Odds Be Ever in Your Favor
Roll at least three 1s on attack rolls or saves.

Moves Like Jagger
Move, slide, push, pull, or teleport enemies a total of 50 squares throughout the session (only the squares of movement generated by a single attack are counted, as opposed to the squares per enemy).

My New Fighting Technique is Unstoppable
Do any five of the following in a single round:

-An immediate interrupt or reaction
-A daily power
-A minor action
-An encounter power
-Spend an action point
-Use a fortune or treachery card

Hit with all powers used, where applicable.

Five for Fighting [Party]
Befriend or defeat all dragons in the campaign.

Real Ultimate Power [Party]
Kill all the ninjas.

Revved up like a Deuce
Spend at least three turns in the stunned condition.

Surface Tension
Drown a ninja.

Target-Rich Environment [Party]
Kill five monsters in one round.

Taste the Painbow
Suffer 20 points each of at least four different kinds of elemental damage.

Then You Have My Permission to Die [Party]
Apply five negative conditions to a single monster simultaneously. These can include, but are not limited to:

-2 penalty to hit
-Blinded
-Dazed
-Grants combat advantage to everyone
-Marked
-Ongoing damage
-Slowed
-Vulnerable to all damage

Watch Out, We Got a Badass Over Here
Deal, take, and heal a total of 500 damage (counting only dice rolls, not damage per monster).

We’ll Make Heaven a Place on Earth
Trigger nine or more healing surges on other characters.

Will it Blend?
Endure at least eight attacks in a single round.

Yippee-Kay-Yay
Drop a ninja to his death.

----

I understand that, if you were playing along this season, you may have questions as to why my encounters finale involves five dragons and an army of ninjas. Well, you know. Stuff happens.

Daetrin
Mar 21, 2013

OneThousandMonkeys posted:

I understand that, if you were playing along this season, you may have questions as to why my encounters finale involves five dragons and an army of ninjas. Well, you know. Stuff happens.

I think the only question is, are the dragons also ninjas?

Name Change
Oct 9, 2005


Daetrin posted:

I think the only question is, are the dragons also ninjas?

One of them according to an ability line is counted as a ninja.

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
This story may have already been told at some point, as it involved the person who suggested I join the forums. But it's a fun story, and apparently the most notable player from the story is known beyond just this game for doing the same exact thing in every game. Names may be changed, but most of the names are the best part, so I'll just try to leave player names out of it.

So, my internet friend invited me to join an Icons campaign that she didn't know too much about. We were given that we were going to be going for something in the light-hearted supers range. We were also told our characters were going to work for a law firm. The characters that came out of it should have been the first clue that this game was going to be something memorable.

-The first character made for the game was a darker vigilante-type detective that ended up not being played. All we ever saw of him were his distinctions, which were kinda dark and gritty, but the player never showed up. This guy may have been the smart one, but I'll never know.

-Goonfriend made a superhero lawyer named Susan Emma Welle, with the supers name of either The Advocate or Litigation Lass. Her superpowers involved mental attacks and teleportation, with a few extras.

-I made said lawyer's little sister, who didn't as punful of name, but usually went by Miss Investigation. She was supposed to be the adorable, cuddly version of a noir detective, with the ability to absorb physical damage and had elastic limbs.

-There was a very typical joking speedster type, who was played over-the-top even by those standards. By the end of the game, he would become a Taco Bell addict and kept using every plot device chemical on himself. Because of this, his name changed multiple times, from Zoom to the Boomeranger. Those of you who are used to problem players may be seeing hints of badness, but this was actually not as bad as it sounded, as most of that was after the game went off the rails.

-Finally, someone made The Punisher With Extra 90s Grimdark And Depression. At first, he was just a normal guy who didn't like supers because of reasons, but as the game went on, it turned out that he actively loathed all superheroes and was just an extension of the player's personal feeling on the idea of supers. But let's not get too much into that, because he's basically the whole story. Also, once he got his armor and utility belt, he became LOOOONE PUUUULSAR, or just LONE PULSAR which was a running joke for basically the rest of the game.

The game started off being told that we were going to be running probably 4-6 sessions, depending on how fast people got through things. This was the first bit of misinformation, as we ended up going nearly an entire year of off and on Sunday sessions. The GM, trying to hit all the points in his notes, just kept adding more and more stuff. While some of this may be on his feet, the bigger problem was trying to get LONE PULSAR to do anything to move the game forward. I'm going to try to focus on the highlights, but man, there was just a lot of crazy stuff going on.

After rescuing the Spice Girls from the evil Spice Girl Who Was Kicked Out Of The Group, we became an official superhero team. In an attempt to try to make him act like a responsible person, and because the rest of the characters all said no, LONE PULSAR was made the group's leader. He thought, for some reason, that superhero groups worked like the Army or something, because he was surprised when we told him how bad his plans were, and how we're superheroes so we can survive this stuff, etc. This led to a fun exchange where we helped him disarm a couple of bombs despite the fact that he wanted to be the big drat hero by himself.

After finding out that the Superman analogue of the setting had been possessed or something, we were sent to arrest him. After a messy fight, we actually did arrest him, only to have LONE PULSAR throw him into the Thames while he was handcuffed with power-nullifying handcuffs. Everyone else tried to save the Not-Superman, which we successfully did, which led to LONE PULSAR firing his PULSAR alone at Not-Superman, instantly killing him. He did this in front of news cameras and everything, and promptly got arrested.

LONE PULSAR's cell phone, which could see into the future, had the real Not-Superman trapped inside of it, who tried to ask us for help in bringing him back to normal and helping the world, etc. However, since that'd be helpful, LONE PULSAR decided to completely ignore this, given that his magic cell phone couldn't possibly actually hold a super inside of it because of reasons. It took the rest of us basically knocking him out and taking his cell phone to get the story moving forward.

This is a theme, by the way, as my character got into three separate fights with the man as ways to move the story forward. One of them was supposed to be a way to work against the guards of the evil mastermind, but LONE PULSAR wouldn't play along, so it turned into actually trying to piss him off by punching him.

The endgame involved two different incidents which stalled the game out where LONE PULSAR's family was abducted and out of character discussions were had about LONE PULSAR going and saving his family, as that was one of his major Disctinctions and really, it's his family. He kept saying that we didn't need happy endings and that not everything was rainbows and sunshine (in a light-hearted supers game), and everyone responded with "um, but that doesn't mean everything has to be grimdark dystopia either". I didn't understand it either, but apparently the player is known for having a very, very narrow view on what makes an interesting story. A few other games I played at the same site mentioned that he was similarly inclined in every game.

The finale involved LONE PULSAR giving up when the main villain who's name was something like Don Quack, and was basically a Mafia Boss Who Was A Duck. Luckily, he gave up audibly on comms, so we used a teleport trick to get everyone there to save the day. LONE PULSAR then tried a final gently caress you, nearly setting off the plot device that was going to erase superpowers forever before The Sisters Welle jumped in and knocked LONE PULSAR out again, saving the day.

Overall, to say it was the worst gaming experience ever would be wrong. It had lots of good points, and was generally a fun game when LONE PULSAR wasn't being as LONE PULSAR as he possibly could. But it was the major moment that caused me to take my fun more seriously and if I didn't like a game, at least go forward and explain why I didn't like the game to GMs as directly as possible. It was a major learning experience, even if I can never play Icons again without having flashbacks to this.

Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.
THE LONE PULSAR kind of reminds me of one of my characters, except instead of becoming grimdark and depressed he became manipulative and furious.

We were playing Shadowrun and the setting was on a megacity built on some island out in the middle of nowhere with all the corporations trying to control it as a major trade hub.

The characters in the party were:

Bill the Killer - An orc punching adept who was obsessed with becoming an MMA star. He was also horribly hamfisted in everything he did to the point that he was actively a bad person to have in the group because he'd put everyone on high alert.

Eva - A treacherous street samurai gun bunny who was willing to throw everyone else under the bus to save her own skin and was constantly getting in trouble trying to protect her more vulnerable sister from her previous employer (who she threw under the bus.)

Sam the shifter - Another mimic adept with a faulty information vault in his head that would continually make him forget that he was undercover, and would instead go through the motions of whoever's identity he stole.

Clever Fox - A mage who was willing to make deals with devils, and his main motivation was to kill corporate mages for being magic-traitors.

and then finally my character-

He was a chemical engineer who was rendered braindead when a sabotaged vat of insecticide ruptured, and his body was put on life support to give Ares time to remove the expensive cyberware from his body. A surge happened and turned him into a type I mutant, jumpstarting his brain while giving him the compound eyes of a fly and making him twitchy and fast. His entire motivation for the entire campaign was to find his wife to tell her that he still loved her.

So pretty much right off the bat my guy was the only one who wasn't a psychotic murderer, and was the least likely to want to betray the rest of the party for whatever goal. He was a pacifist who genuinely wanted to help people, and had very few combat skills except for some really basic martial arts stuff.

Throughout the campaign the party was so busy backstabbing each other, but never giving each other evidence, that they were able to barely complete the minimum standards of the runs. Like one time Bill the Killer ran down the street with a shotgun where he knew Sam was going to be, riled up all the guards, then ran into a movie theater while a janky home made howitzer truck blew Sam into negative hit boxes.

Another time Eva ended up tripping a bunch of airlocks to trap the rest of the party to give her time to escape while a bunch of Aztechnology goons would be busy trying to capture us, or she slashed the GMC Bulldog's tires following the motto "I don't have to outrun the bear, I just have to outrun you."

But the unassuming Fly never did anything to betray his party, and always used his mental faculties and extreme calmness under fire to make a plan. The party sort of rallied around him, and were unwilling to betray him because he pulled each of their asses out of the fire so many times (when they were put there by another member.)

Except for the Clever Fox, who in astral sight identified him as an insect spirit in hiding. Fly was able to tell that he knew, and that he was the one who was the biggest risk in the group. When Clever Fox wasn't looking, Fly replaced one of his fetishes with an unnoticeably light block of rating 15 plastic explosives.

His main motivation, finding his wife, caused him to constantly divert jobs that would put him nearby information banks. He pounded into the group's head that paydata was power, and would always scrape together a few thousand extra nuyen for their efforts, while on the side he was really just datamining to stalk his wife who thought him long dead. Everything was going smoothly for him and the group didn't even know it.

Ares corp eventually caught on to him when his stolen cyberware's RFID tags tripped something, and they put two and two together with the data that was sifted through to find out that this was their missing corpse on the lam that was actively stalking their employee. They also noticed that wherever he went there was a trail of destruction, and they wanted to use him against the other corporations on the island.

So they kidnapped his wife from her office and let him know that he could either turn himself in to work for them again, get killed to have his cyberware returned, or work for them as a runner to maybe get paid his wife back.

This is the point where he snapped, spending all of his savings that he was going to use on his wife for a high lifestyle retirement. His essence dropped to .1 as he geared up into a death machine with a higher functioning intellect, and he manipulated the group into destroying Ares assets while letting them think that his wife was still leverage (because she was, and as long as she was they wouldn't kill her.)

By this point he had somewhat swayed the group into becoming social justice warriors, and had manipulated them telling them that all of these runs were for the little guy that the corporations were just making GBS threads on. He had still never betrayed them, and they explicitly trusted his leadership.

His final run came when he discovered where his wife was being held- In a heavily guarded bioresearch facility that specifically dealt with cryogenics. The group infiltrated in a cargo container that was automatically sorted into the facility's storage, and he made a plan that would bring him and Clever Fox down into the cryogenics labs, while the rest of the party went to go stop a completely fabricated story of a bioweapon that Ares was planning on unleashing in the other corporation enclaves.

They split up, and Clever Fox saw what was happening. He knew that something didn't add up because Fly was usually against splitting up the team, and even more so because he never sent Bill the Killer and Eva somewhere first.

The plan went exactly as it was bound to- Bill flipped his poo poo and started killing people, Eva freaked out when this happened and started gunning her way out of the facility, and Sam forgot that he wasn't a high level manager and went retreating into the facility with his stolen access ID without knowing the building's procedures. The entire building went into high alert, and most of the security teams abandoned the lower cryogenics lab to try to protect the building.

After knocking out a few people nonlethally he eventually reached his wife, who was somehow now magically active, and Clever Fox was not going to have an insect spirit steal a mage and run off into the shadows. He made his stand in the cryogenics lab, telling him that he would give him the girl or that he would kill him right there.

I had banked karma for that moment, and paid off my pacifist trait right there. Fly had the one thing in his hands that mattered the most to him, and he was willing to kill for her even though she thought he was dead. The bomb in Clever Fox's bag exploded, killing him and setting the lab on fire.

Fly pulled on a scientist's outfit, and began moving the still thawing cryotube his wife was in out of the facility. He slipped by the guards who were in a frantic state, and eventually escaped with his wife.

The rest of the party at that point knew his backstory, but no one realized that he had picked that particular run for that particular reason. They thought it was all just background noise, but he was absolutely linear in trying to find her.

Sam managed to escape unharmed, Eva was gunned down and captured by laser drones as she used a crowd of civilians to escape out of the front door, and Bill the Killer was killed as he shotgunned his way to the top of the facility, and was eventually overwhelmed by guards.

ICly they had no way of knowing that Fly had actually betrayed them so badly, and everyone pretty much agreed that it was just his fair share of all the accumulated small betrayals that they constantly pitted against each other.

He managed to scrape enough money together to retire to a medium lifestyle for two, but we never really explored whether his wife would have accepted him for the horrible cyber bugman that he had become, or if she would be horrified by the person that she once loved.

Everyone had fun because it was the rear end in a top hat edition of Shadowrun and that was our game finale anyhow. All of the runs themselves were a whole ton of fun as individual things too, but this was just the overall plot that happened with my freakish almost-grimdark character that resented shadowrunners (because who else would have sabotaged a tank full of insecticide to kill a lab full of scientists?) that could have ended up being a disruptive rear end in a top hat.

Blackstone
Feb 13, 2012

:golfclap: :golfclap: :golfclap:
Movie potential here. Well done.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
The session of Dungeon World last night featured the players getting into a cook-off against an undead chef who was being kept alive by a Lovecraftian beast of insatiable appetite so that he could keep on finding it new and exciting flavours.

As challenged party, the undead chef got to choose the key ingredient: he went for gelatinous cube. Cue the Artificer setting up a Rube Goldberg-esque trap to dump their gelatinous cube into a vat of marinade, and the Mastermind using his 'reveal an enemy to be an ally' move to order the cube 'Bad cube! Down! Spit it out!' after it broke free and swallowed members of the party.

The ending involved the Fae using her Traitor's Knife (when she stabs someone with it who trusts her, their flesh becomes magically delicious) to murder some of their rival's sous-chefs and add them to the marinade, and ended up recreating the Iron Chef episode from Futurama. She has now claimed the undead chef's enchanted pepper-grinder as her primary weapon.

SpiritOfLenin
Apr 29, 2013

be happy :3


Written while tired, sorry for potential typos.

Bloodthirsters are loving pussies, Inquisitor Solomon is a dick that must die and WHOOPS WE DIDN'T MEAN TO DO THAT FULL ALERT MAN THE BATTLE STATIONS VENT EVERYTHING INTO SPACE

So! Last session our group made peace between Chorda and Winterscale, a fun session but nothing worth talking about since nothing especially spectacular happened, it was just a generally "gently caress yes we did something awesome! ...by talking"-session. Or something. But today's session was a bit more combat/general fuckery oriented and we did a lot of badass, funny and really loving stupid things. Group was the usual two Orks, Genetor, False Man and the Missionary with anger issues, although the Orks came in late. We had negotiations with the Eldar at the start, and they essentially showed us where the corpse of Sebastian Winterscale was, retrieving it being a part of our deal with Winterscale. It was inside an Ordo Malleus secret base. We also asked the Eldar whether they were going to help us with fighting against the Waaagh that was building up, and they said "sure, if you blow up that base with a Vortex bomb". We thought about it long and hard and said "whatevs" and decided to do it. Missionary was not really happy about this decision for some bizarre reason! Oh, we also had another Inquisitor present in the negotiations, the one we'd promised would get to meet the Farseer and potentially get something, as in access to the Black Library. And he was not going to get that chance since I'd used the chance soo... We did not tell him about this little thing and he just kept yelling at the Eldar and was generally being a nuisance - he tried to attack the Farseer twice but we managed to calm him down both times, and he did agree to leave the room. False Man Seneschal later convinced him that he was going to eventually get an answer from the Eldar - a complete and utter lie. Thankfully the Inquisitor was a really bad judge of character and trusted the Seneschal (failing his scrutiny check by quite a bit). My character also got a cat from the Eldar! A Grynix, a sort of pseudo-psychic Lynx-like cat that gives +10 to all intelligence checks for its owner. Owning it, it means that my Forbidden Lore Xenos and Medicae checks have utterly batshit insane pools without any helpful equipment. Without using a medikit, without any other modifiers, my character only fails on a roll of 100 out of d100. Pretty good medic. Also insane but who cares if she can fix you up no matter how badly you are injured.

After that was done we headed to the surface of Lucien's Breath, since Inquisitor Solomon, a shady fuckhead, wanted his sword back from some refinery facility - that had gone dark after everyone in there died horribly and mysteriously. OOC we knew there was a Bloodthirster there, and IC we knew there was a Khorne Daemon of some sort there. So we made some preparations, blessed our weapons and so on and headed down there, ready to murderize whatever it was that was in there. Well, when we went inside we saw a giant sword sticking out of the Nephilium pool there, looked at it, and went "loving Solomon". Then we put the power back on, waited an hour for it to warm up, drinking some recaf while we waited, and then we went in. Or the Missionary pushed the Orks down the ledge we'd come inside from and jumped after them, which is basically the same thing. I also jumped down along with my minions, but our Seneschal was being a fuckwit and stayed on the ledge, intending to snipe from there.

Well, of course a goddamn Bloodthirster manifests suddenly, grabbing the sword, laughing at us and gloating. We wanted to try "diplomacy Rogue Trader way" - as in, use a turn aiming at it, but it was smart and immediately decided that it wants to charge, and so we threw initiative. First turn it charged into the Minders of the Ork Weirdboy and killed all of them, and one single Bloodletter also manifested to aid its master. This Bloodletter would do nothing all combat except chase our Seneschal, who in turn would do nothing all combat except run away from the Bloodletter. Everyone kept calling him a pussy in character - and IC everyone forgot that there even was a Bloodletter there.
So combat was joined anyway, the Bloodthirster automatically parrying a single melee hit every single turn from one of our melee heavy hitters and eating a shitload of damage each turn from the Missionary's thunder hammer, the Kommando's Power Klaw+Burning Blade combo and the Weirdboy's force weapons. In fact, the Weirdboy burned the Bloodthirsters first fate point - after two turns of combat. Everyone was somewhat surprised that it was already that badly wounded. It survived one more turn, the Kommando getting the finishing blow in by charging it with a Rokkit Pack (since it had taken flight, being pissed off that we were killing it so easily), giving it a nasty right hook with a Power Klaw that killed it for good, forcing it to retreat into its sword. Technically speaking the combat was still going on since the Seneschal was in deadly melee with the Bloodletter - nobody else even realized this IC so we just took a celebratory break, the Orks and the Missionary arguing about who got the most glory out of the combat (and they agreed it was a mutual effort - my Genetor just let them have all the glory since all she did was shoot it with an Autocannon three times, not really doing all that much). We drank recaf, my character looked for his brand new Grynix pet, the melee fighters were basking in the kudos of beating a Bloodthirster in melee combat, and everyone yelled occasionally at the Seneschal to stop being so goddamn loud. He was a bit angry after finally managing to force the Bloodletter to retreat into the warp, what with us not helping him at all. Nobody cared.

Then we started thinking about how to handle the demon sword and our Missionary touched the stupid demon sword - after having burned two fate points to survive the combat, him being the only character to take any damage in the combat, and because it was a loving Bloodthirster, every hit was lethal. So he had zero fate points left, he goes in and touches the demon sword and immediately gets possessed. LUCKILY we were all prepared for this inevitability and shot him with an autocannon and finished the job with a Power Klaw to the torso. His last words were pretty much "gently caress all of you" - but we still organized a glorious burial for him, even if Seneschal tried to be a fuckwit again and nab some of the stuff the Missionary had been carrying. The Genetor said "no" and that was that - for some reason the Seneschal did not want to enter a prolonged argument with a psychotic Genetor who'd made herself a Tyranid hybrid by the Inquisition's request. We also called Solomon and he told us we should not have touched the sword. I told him I hate him. Unsurprisingly, when we got back to the ship Solomon was not around anymore, having figured out that showing his face would have gotten it shot off most likely. And being a super radical, nobody would have actually cared all that much that he died. We put the daemon sword in Solomon's old quarters, filled them with holy water and added several dozen death traps surrounding the room. We also put a note on the door that anyone touching the door would be killed.

A couple nights later, while we were en route to the Calixis sector where the Malleus secret base was supposedly, our Seneschal got a message to come to our ship's morgue during midnight, and of course he went. In there was Solomon's 'messenger', some sort of corpse that was kept animate with warp fuckery. He promised aid to the False Man in exchange for telling about the protective measures surrounding the sword. Of course the dick agreed to it. Meanwhile, somewhere several floors away, my character started feeling angry for no good reason that she could figure out, and she later called the Seneschal on vox, telling him that "I want to punch you in the face for some reason, do you know why?". But anyway, Solomon got the info, and the Seneschal got some critical details about the Ordo Malleus facility. When we later went inside that same facility, our Ork lugged around a painting of Solomon he showed to every single goddamn camera in the complex.

Only the Seneschal and the Kommando went inside the base, the Weirdboy was sleeping (both IC and OOC, though he woke up a bit later), my character was in vox and camera contact to them (until the walls of the place prevented that - after which she just drank her BEST QUALITY RECAF and looked at monitors) and the Missionary's player was still finishing up his new character. There was a lot of weird poo poo inside of the complex, and one of them was "Vault 101". On the first door to it, there was a note that basically said "don't interact with the man inside the vault in any way. Seriously". Our Ork went inside of course, found another door with a copy of the note there, yelled at the man inside (who ignored him), shrugged and left. There were also three other doors there, and the Seneschal and the Ork explored each one of them, finally finding Sebastian's coffin inside one of them. But when they returned back to the hub area, there were bloody footprints coming out of vault 101 and up the elevator into the upper floors of the facility...

MEANWHILE, my character notices the shuttle returning. She also notes that the vox contact has not resumed yet. So she vents everyone in shuttle bay to space as a precaution, tells the ship's priests to guard all doors to the shuttle bay, and is generally speaking being really careful - it was a bloody Malleus base after all. Then she calls the ship's Voidmistress, brand new PC of the Missionary player, and tells her to go get our Seneschal and Ork Kommando back from the Malleus base. She agrees - but insists that I come with her, and I just go whatevs and agree. We go get them, realize that the man from vault 101 is somewhere on our ship, and then we organize a search party, and we do it good and properly, with our Ork getting a good enough Intimidate roll into the skill challenge to make it a success on the very first roll. Everyone else still rolls, and in the end we find the man in less than an hour. My character gets a brain fart and touches the bloody thing, at least wearing power armour at the time. That saves her life, as touching the man was apparantely a VERY BAD IDEA. She takes a few points of critical damage and is a bit freaked out by the whole thing, as she'd thought whatever the man was doing was a mental psychic effect - and then touching him almost explodes her arm. We lasso the man who doesn't resist, drag him to a small shuttle-thingy, put it on autopilot towards the secret base and get the gently caress away as the base explodes into the warp. It seemed to be an unmanned base at least, but we still got enemy (Ordo Malleus) despite our efforts to hide our identity - since we didn't hide it psychically. Still, it'd take them some time to actually find out it was us, since we hid our identity from non-psychic means pretty well. Oh also the shuttle disappeared a millisecond before the explosion actually happened so WHOOPS GUESS THERE'S SOME ALPHA LEVEL PSYKER UNDER CHAOS CONTROL NOW. Then it was all over except for the fireworks, so of course our old pal Inquisitor Castellan, a woman who thinks we should all be killed, sent us a message telling us to get to Port Wander immediately or suffer. Next session we are going to Jericho's Reach! Yaaaaaay! Tyranids, Deathwatch, Chaos and oh my! My character is going to have fun throwing Willpower saves constantly because sticking Tyranid genes into oneself might have some consequences around Tyranids...

The GM noted that afterwards a cult sprang up wanting to canonize the Missionary as an Imperial Saint, thanks to his crucial role in defeating a Bloodthirster. The Orks didn't care all that much, Seneschal still wanted to loot his corpse and the Genetor nodded approvingly - despite being completely insane, one of the few things keeping her functional is the bonds she makes with the rest of the senior crew, and even though she dislikes the Seneschal for instance, she cares about every one of her colleagues, even that guy. The GM also mentioned that making weapons out of the Missionary's weapons would make them Sanctified automatically, but I don't think anyone was going to do that.

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
SpiritofLenin, you have the best group, I am mad jealous.

forkboy84
Jun 13, 2012

Corgis love bread. And Puro


SpiritOfLenin's Rogue Trader stories are consistently my favourite thing in this thread recently. Just really fun to read and never less than completely crazy. I really want to try my hands at that game sometime.

Cooked Auto
Aug 4, 2007

I've been wanting to play more Dark Heresy for ages but I always get cold feet when I realize I have to the be DM in order to do it.

Veyrall
Apr 23, 2010

The greatest poet this
side of the cyberpocalypse

SpiritOfLenin posted:

Seneschal tried to be a fuckwit again and nab some of the stuff the Missionary had been carrying.
I'm not certain I'm understanding the idea here. You're comrade is dead and you don't redistribute his useful supplies? I mean, leave the Space Bible and whatever, but he's got to have a few useful other things on him?

SpiritOfLenin
Apr 29, 2013

be happy :3


Veyrall posted:

I'm not certain I'm understanding the idea here. You're comrade is dead and you don't redistribute his useful supplies? I mean, leave the Space Bible and whatever, but he's got to have a few useful other things on him?

My Genetor actually liked the guy and wanted to bury the Missionary like the Missionary would have wanted - ie. put on display in a shrine in full battle gear. She liked the Missionary despite the fact that the Missionary hated every other member of the group, even if he did feel that the Genetor was at least more reliable than the others.

Maybe if we meet demons again someone takes the perma-Sanctified hammer with us, but otherwise the shrine we built for him is going to stay as it is.

Rockopolis
Dec 21, 2012

I MAKE FUN OF QUEER STORYGAMES BECAUSE I HAVE NOTHING BETTER TO DO WITH MY LIFE THAN MAKE OTHER PEOPLE CRY

I can't understand these kinds of games, and not getting it bugs me almost as much as me being weird
In case of demons break reliquary?
I'm surprised you haven't rendered him down for use as an Ecclesiastical venture, turned him into a pile of Saint's relics. At least turn him into a Sanctified Battle Servitor.

You know, you can get the best of both worlds, respecting his wishes to be buried/enshrined and get use out of him.

Battle shrine.
Mount his shrine on a palanquin carried by serivitors, give him some cherubs, set up a huge laud hailer rig belting out sermons, the full baroque works, and then carry him into battle as your standard. :toot:

:agesilaus: "You carry a saint's relic into battle? That's nice. We carry an entire saint."

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Use his dead body to recruit battle peasants like a Space Bretonnian.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Rockopolis posted:

Mount his shrine on a palanquin carried by serivitors, give him some cherubs, set up a huge laud hailer rig belting out sermons, the full baroque works, and then carry him into battle as your standard. :toot:

:agesilaus: "You carry a saint's relic into battle? That's nice. We carry an entire saint."

Or you could build the Missionary's shrine into a piece of battlefield artillery. Then he would really be a saint since you cannonized him.

Lallander fucked around with this message at 17:45 on Feb 14, 2014

Gaghskull
Dec 25, 2010

Bearforce1

Boys! Boys! Boys!
edit: poo poo, wrong thread.

Gaghskull fucked around with this message at 17:47 on Feb 14, 2014

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
So remember when someone mentioned the idea of converting a bunch of goblins into paladins? Yeah, that didn't happen. Instead, we had 82 goblins in a pit who were all belligerent. After two failed attempts in a row to be diplomatic, the party Druid starts building a bonfire with no reason given. After a third attempt failing, the bonfire came into play as the flaming bits of wood were kicked into the pit to force the issue.

This leads to the Elementalist trying to manipulate the flames, failing, and becoming cursed by the same force that's making the goblins belligerent and goes a bit kill-crazy. After that, the rest of the party starts working to douse the flames. The Druid, ever the pragmatist, starts dumping dirt onto the flaming man.

Once extinguished (and his curse "cured" by being shared with another party member), the goblins finally come to their senses and are all just folks who got dragged into this against their will. Cue a ton of depression amongst the party as they come back to town and a very nice scene shared between the Druid, elementalist and the Eldritch knight as they discuss how death begets more life and greater recompense. The party now wants to kill Bane. Expect further updates each week.

Unknown Quantity fucked around with this message at 19:59 on Feb 15, 2014

Writer Cath
Apr 1, 2007

Box. Flipped.
Plaster Town Cop

Night10194 posted:

Use his dead body to recruit battle peasants like a Space Bretonnian.

Weekend at Bernie's style?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Yes, but with more desperation and French.

Writer Cath
Apr 1, 2007

Box. Flipped.
Plaster Town Cop
The game I've been running for a while is coming up to its climactic battle.

I've got the Erica, playing a Dwarven Cleric and Luke playing an Elven Paladin. They're running into an abandoned mine to stop a chaotic evil demi god from rising.

What I love is how into their characters they are. The last group I was in, the guy playing the Paladin was in it for all of the bonuses of being a Paladin without participating in any of the role play. Highlights of his included running away from a fairly simplistic fight with a ghost because he didn't want to explore the crypt, never healing a single member of the party aside from himself, repeatedly asking "what's in it for me?" And basically being such a terrible paladin that the rest of the party demanded that the DM strip him of his paladin status.

But with Luke and Erica, they're absolutely amazing at playing Lawful Good. Luke and Erica have already agreed that if this fight goes south, they will have their companion NPCs collapse the mountain on top of them in order to ensure that the god cannot cause any more damage. Obviously hoping it doesn't come to that, but the fact that these characters are willing to make that sacrifice is pretty damned awesome.

Although having run this game for a few months now, I can see how it's a DM can suffer from burnout. That's not to say I'm not planning my next module though.

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Fashionable Jorts
Jan 18, 2010

Maybe if I'm busy it could keep me from you



Friends and I started playing Rise of the Runelords for Pathfinder recently, and the last session was certainly interesting. Very mild spoilers ahead, and we aren't very far into it (still in the first chapter), so plot stuff won't really be revealed here.

I'm DMing, and the party is made up of a Kitsune Witch who is hiding her fox identity, a socially awkward Wizard, a viking-esq Magus, an arrogant Gunslinger, and a dumb-as-bricks Warpriest. So a very brittle and magic oriented team, the only one capable of really tanking is the Warpriest, since it is essentially a cleric/fighter mix, that works much like a standard cleric but buffs himself instead of the team.

Essentially the Warpriest should be invincible at this level due to his high armour and ability to instantly heal himself a fair amount, but he still managed to die almost every encounter. It was actually quite amazing how he managed to be unconscious for most of each fight.

The party is fighting mostly goblins, who I am RPing to be as inept as possible, so the party is able to cut through swaths of them effortlessly. This led to the the party getting cocky fast. At one point the team is moving through some thick trees, and the reach a clearing and notice a single goblin hiding behind a stump. The priest declares "I've got this" and walks up to it on his own to just smash it. The goblin just happened to be a high level druid, so his cougar that was hiding in the trees knocks the priest on his rear end and they do enough damage to make him near death. Party barely saves him before he bleeds out.

After a quick rest, they spot a hole in the ground and decide to climb down it. Since he is wearing massive armour, he has to take it off or else he would never be able to climb down the rope successfully. He immediately falls down the hole anyways, right on top of a Bunyip (a horrible seal/shark crossbreed who's bite can cut a man in half). The Bunyip proceeds to puncture his lung with its fang, and while the party manages to distract the monster his lungs are filling with blood, as he lies unconscious on the ground. They manage to defeat the creature, and just barely manage to save him before he again, bleeds out.

They heal up and move on to a rope bridge. At this time the person playing the Witch has to leave, so they say she's just going to meditate on this side of the bridge. The rope bridge is rigged to collapse should a number of people cross it at the same time, something they could easily have seen if they took the time to look at it. But they just go stomping across.

About halfway across the bridge that's some 80 feet above the ocean, it collapses. I make the party roll reflex saves to hang onto the bridge as it swings to avoid falling in the water. Everyone but the priest makes it, so he falls into the water impacting so hard he gets knocked out and starts sinking like a rock. The gunslinger, being the only one who can swim dives in to save him, but can't swim fast enough to catch up this anchor that's plummeting to the bottom. He is 2 rounds from drowning (he managed to fail several really easy saves to survive underwater longer, when the Magus player, who's been chatting with the Witch player on Facebook about what's happening tells the party that the Witch summons a dolphin.

So the dolphin manages to push him to the surface where the team drags him to the shore, and he heals up yet again. They move on to a little goblin fort, they storm the entrance and accidentally run right into the throne room, where there is a group of fairly tough goblins,who the party then engages. The goblin King, who the Wizard had cast enlarge person on to prevent him from using his gecko mount, charges the slightly wounded priest and manages to crit him enough to knock him out and again add bleed damage. Then, during the goblin's next turn, I had him roll to randomly determine if he would finish off the priest, or go for a new target. He attacks the priest one last time, bringing him within 2 hp of death, while having 3 bleed damage. The party then kills the King just in time to watch the Warpriest finally take his last breath.

Out of 6 encounters that the party did that night, the Warpriest managed to get knocked unconscious and be within moments of death 4 times before one of them finally did him in. I don't actually understand how he managed to gently caress things up so badly.

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