Wolfram stout
Hero
I would treat it like how Authority Figures treat Starlord from the Guardians of the Galaxy movies. Sometimes it will be ignored, sometimes treated with contempt, sometimes it will be met with a punch to the gut.
Very cool! Perhaps when they grow too disrespectful she gives a gentle wave of her hand, and they cough up water bubbles instead. The water bubbles lazily float around the room, and can be popped to form the words (possibly out of order until they get the hang of it). If the party continues to be rambunctious, the air grows strangely thicker like it's turning into water. The group start having a hard time breathing (but still can) and their words are coming out somewhat distorted. She flickers around the room with growing agitation, clearly moving faster through the air-water than just air. If it turns into a full fight, the air simply turns completely into water and the battle has a time/exertion limit (if she even sticks around to fight).If you have suggestions on how to make the story work even when that happens, I'm all ears.
She's known as the Queen of the Dark River. Lives alongside an underground river, attended by freshwater Kuo-Toa who venerate her as quasi-divine.
Well yeah, but the flip side of that is that the NPCs can only do things that I think of. And maybe I'm just not good at keeping dignity/authority when met with smart-alecky-ness IRL?I kind of hate to bring it up, but this reminds me of the whole debate about NPC's "using intimidation" on PCs. You don't need to roll dice when you get to decide what the NPCs actually do!
I'd add (4) sneak into the castle another way. I didn't think I was unduly limiting them either, but the players seemed to feel that I was blocking them.I don't see the problem here. The players were not even remotely forced into a corner. They have three perfectly good choices:
1) Surrender their weapons
2) Fight their way through
3) Leave
Most players seem to want D&D to be nothing more than consequence-free power fantasy. Check in with them to see if they actually want you to run the world as if it were a real place and the NPC as real people in that world. If so, pile on the consequences. If not, the PCs are the main characters in an unfolding tale of just how awesome they are. If your view and the players' view are not aligned, no one will have fun.The PCs have come into the presence of some being of great power--good, evil, or neutral, anything from a local noble to an actual deity. It's a serious situation where, realistically, there would be severe consequences for inappropriate behavior. But players are players, and they're going to have their characters mouth off to this powerful being.
I run the world as if it's a real place and the NPCs as if they were real people living in that world. So if the PCs mouth off to a king, they're locked up until they apologize or are executed for further mouthing off.I figure this must be something a lot of DMs deal with. How do you handle these situations?
For me the fun is in the verisimilitude, the faux realism of the fantasy world. If there's a choice between maintaining that and the players' fun, the verisimilitude wins every single time. If the players don't have fun facing the consequences of their action, then they either stop doing stupid stuff or they find another table. I've been doing this nearly 40 years and I've yet to see any way to have the PCs just be mouthy and face zero consequences without immediately devolving into comedy and farce. If the powerful NPCs have no teeth they're no longer impressive.How do you keep the whole thing fun for all concerned without sacrificing the impressiveness of this important NPC? Is that even possible?
You have to pick one: consequence-free “fun” or verisimilitude. You can't have both. Either the players get to do whatever they want without consequences and the verisimilitude dies or the players get to face the consequences of their action and you find a way to make that fun. I went for the latter.Note: I'm more interested roleplay solutions than mechanical ones. Obviously, as the DM, I could easily say "The guards haul you off and execute you on the spot for rudeness to the emperor," but I don't think that would be fun for anyone.
Removing player agency is a tough one. Most players would rather have their characters die and stop playing the game that have no agency. In most readings of what RPGs actually are, player agency is kinda the point of it all. But, if you want to maintain some semblance of faux-realism in your fantasy world, you will find places where the characters and players don't really have any agency to speak of. Too much and it's a railroad, not enough and again the world loses what little faux-realism it has.I've tried a few solutions with varying levels of success:
- Jeny Greeneeth in Ravenloft may have been the most successful. She'd just smile sweetly and say, "Don't be impolite, dear. I'd hate to have to rip your guts out unnecessarily." But that may only have worked because the PCs needed her help.
- Later in the same campaign, Rahadin wouldn't let the PCs into Castle Ravenloft unless they surrendered their weapons and swore an oath to behave peacefully. The players assumed they could talk their way around this, but Rahadin told them they could either agree to the terms or leave. So they went along with it, but I think the players were unhappy at feeling forced into a corner.
Telegraph the archfey's response by having them witness what the archfey will do when people get snarky. Have a line of other people waiting to talk to the same NPC and the person immediately in front of them in line mouths off in some minor way and the archfey has them executed on the spot. Have some other, related NPC warn the characters not to be rude and tell them what happens to those who insult the archfey. Chances are even if you use both the players will decide they're special enough to get away with being snarky.In the next session, they're due to meet an archfey whom I want to come across as powerful and mysterious. I fully expect the players to be snarky to her, so I want to be prepared for that. Any suggestions on how to deal with this situation?
I'm dealing with an eerily similar circumstance. I run West Marches games and have a general "the world exists independent of the PCs" rule in place that the players are aware of. So they're free to go and do whatever they want, but the world is not level-appropriate. They can wander into an ancient dragon's lair at 1st level if that's their choice. I sign post and drop hints and clues to make sure the players know this is a nasty situation. It's only fair. One group has run into a problem. A creature they know is vastly more powerful than they are. What they don't know is the creature is a demi-god on the verge of becoming a literal god. Before the encounter I wrote up that the creature wants power, mostly in the form of worshipers and sacrifices. The only way to immediately anger this creature is to threaten it, its worshipers, or to attack it. The PCs are all 1st level...so of course they have decided that their best course of action is to threaten it, threaten its worshipers, and attack it.(ETA: Since some have asked for more details on the archfey: the PCs are searching for the source of magic that's infusing the local countryside. They're going to find out that it's due to this archfey's lair being adjacent to an underground river. They're not expecting to meet her and aren't seeking anything from her. If things go well, she might have a quest for them and/or offer them the opportunity to make a pact with her, i.e. take a level of fey pact warlock.)
To be clear, I'm not asking for active "genuflection." I just want to know how to keep my NPCs from being destroyed. Is that so unreasonable? (Sorry if I sound frustrated, but I kind of am.)2) It's not very fun to roleplay subservience.
One issue is that it's a lot of fun to stand up to authority in an environment where there is no consequence to your actual person. I don't mean consequences for the characters, I mean the players. It's not as fun to roleplay genuflection to powerful villains and NPCs.