Pineapple Express: Someone Is Wrong on the Internet?

Cool! I need to get my naughty word together, feels like I've blinked and the month is over.
I know right?

That's why I decided to post mine now, typos and all, instead of waiting any longer. I know myself pretty well, and I could tell that with the way this month was going? I was either going to miss the deadline entirely, or I was going to end up posting something at the very last minute, even more rushed and riddled with even more typos.

So I bit that pumpkin-spiced bullet and got 'er done.
 
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I could only watch the first 5 minutes before having to make dinner. He’s on fire as usual.
Great review as always from Quinns. Buried deep in the review is a marvelous bit of wisdom. For the finale of their Triangle Agency game they simply ignored the rules and played. And it was the single best session he has ever had playing an RPG.
 

Unrelated to anything above: I cannot even say here what I'd say in that thread, because everyone would know what thread I wasn't commenting on, and the fight I'd be trying not to start in that thread would happen in this one.

I Cannot Bite My Tongue GIF by Superstore
 

I know right?

That's why I decided to post mine now, typos and all, instead of waiting any longer. I know myself pretty well, and I could tell that with the way this month was going? I was either going to miss the deadline entirely, or I was going to end up posting something at the very last minute, even more rushed and riddled with even more typos.

So I bit that pumpkin-spiced bullet and got 'er done.

Yeah, I'm not going to be able to get to this until next week. I don't have the time to sit down and bang this out until then due to serious RL deadlines ... which I keep taking small breaks from. ;)
 

I have thought of starting a thread called

"Do you punish your players for in game actions?"

Like say they killed an unarmed enemy or something along those lines, do you punish them by going into detail what they do or something to the effect of "I don't like what you did, so i'm doing this"

but then i realized it would end in being locked or something
 

I have thought of starting a thread called

"Do you punish your players for in game actions?"

Like say they killed an unarmed enemy or something along those lines, do you punish them by going into detail what they do or something to the effect of "I don't like what you did, so i'm doing this"

but then i realized it would end in being locked or something
For a moment I misread "unarmed" as "unnamed," which changed the behavior in question a bit.

I agree it'd be an interesting question, but I also agree it'd likely get spicy.
 

I have thought of starting a thread called

"Do you punish your players for in game actions?"

Like say they killed an unarmed enemy or something along those lines, do you punish them by going into detail what they do or something to the effect of "I don't like what you did, so i'm doing this"
Eh, not necessarily. I put that sort of thing back on the players.

In my campaigns, if the heroes are fighting some enemies that might have post-combat consequences (like NPC guards or bandits or whatever), I run the battle as normal and once the enemies are defeated, I'll ask the players to describe what "defeated" looks like. When the dust settles, are those guards dead or unconscious? Did the bandits fight to the death, or did they surrender, or did they flee? The heroes still get the same loot and XP either way; the biggest difference is that they have more control over the story.

Works fine for my table, YMMV.
 

Eh, not necessarily. I put that sort of thing back on the players.

In my campaigns, if the heroes are fighting some enemies that might have post-combat consequences (like NPC guards or bandits or whatever), I run the battle as normal and once the enemies are defeated, I'll ask the players to describe what "defeated" looks like. When the dust settles, are those guards dead or unconscious? Did the bandits fight to the death, or did they surrender, or did they flee? The heroes still get the same loot and XP either way; the biggest difference is that they have more control over the story.

Works fine for my table, YMMV.
I have had players decide that some enemies were at least plausibly worth trying to rescue/redeem, depending on circumstances. While I don't try to punish them for killing things that attack them, I am happy to reward them a little more for trying to save those things.
 

Just came back from 2 weeks with the family in Germany seeing relatives.

I took 2 weeks (one unpaid), and got called halfway through asking if I could cut it short -- not for a specific task, but because my coworker got sick, and they wanted to have me around for coverage "just in case". I told them I'd consider it if they paid for my ticket. They said they'd call me back. They did not.

Meanwhile I asked my cousins if it would be better to schedule the family visit for August next year, and was told, "Oh, no, our family's out the whole month for vacation."

One country is definitely "winning" more than the other one...
 

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