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Crashing the game: When the DM doesn't expect resistance
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<blockquote data-quote="wingsandsword" data-source="post: 5210985" data-attributes="member: 14159"><p>It crashed the game. Hence the title.</p><p></p><p>The players were ready, willing and able to fight. Some wanted to talk some more before engaging, but nobody was willing to surrender. The DM said he didn't have stats written up for them, didn't really even know what kind of stats to give them (other than knowing that they are all Paladins, and thus immune to fear), and really wasn't wanting to continue the game. </p><p></p><p>The DM decided to call it a night and we didn't game more after that, he literally had no idea how to proceed without us surrendering peacefully. I didn't want to kill the game, but surrendering seemed nonsensical from an in-character point of view (then again, a large squad of heavily armed men appearing in the middle of an empty no-mans land out of nowhere with no warning was also nonsensical).</p><p></p><p></p><p>I've gone this way with regards to being captured before too, under the right circumstances.</p><p></p><p>In a Star Wars campaign (Rebellion Era), the Empire had sent an agent to discredit my up-and-coming Jedi who was starting to get Imperial attention and being a minor celebrity in the Rebellion (behind that famous show-off Skywalker <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). So, an Emperor's Hand had gone undercover on our ship, and managed to kill our commanding officer with a lightsaber and managed to have my PC be the first one there to discover the body right as the MP's arrived.</p><p></p><p>So, the GM was expecting my character to fight his way out, or use mind tricks or something. Instead. . .he quietly surrendered (but proclaiming his innocence) and sat in a brig cell using Farseeing to gather clues which he passed on to the other PCs as they visited him and investigated the crime.</p><p></p><p>For a Jedi in the middle of the Rebel Alliance, surrendering when falsely accused of a crime and using the Force and your allies to clear your name was perfectly reasonable. For a sorcerer in a D&D setting where arcane magic is outlawed and simply being a mage is punished with death, surrendering to a death squad of inquisitor Paladins is way less reasonable. (Using Paladins as medieval-style inquisitors engaged in genocidal slaughter of entire sorcerer bloodlines is another issue entirely)</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 5210985, member: 14159"] It crashed the game. Hence the title. The players were ready, willing and able to fight. Some wanted to talk some more before engaging, but nobody was willing to surrender. The DM said he didn't have stats written up for them, didn't really even know what kind of stats to give them (other than knowing that they are all Paladins, and thus immune to fear), and really wasn't wanting to continue the game. The DM decided to call it a night and we didn't game more after that, he literally had no idea how to proceed without us surrendering peacefully. I didn't want to kill the game, but surrendering seemed nonsensical from an in-character point of view (then again, a large squad of heavily armed men appearing in the middle of an empty no-mans land out of nowhere with no warning was also nonsensical). I've gone this way with regards to being captured before too, under the right circumstances. In a Star Wars campaign (Rebellion Era), the Empire had sent an agent to discredit my up-and-coming Jedi who was starting to get Imperial attention and being a minor celebrity in the Rebellion (behind that famous show-off Skywalker ;) ). So, an Emperor's Hand had gone undercover on our ship, and managed to kill our commanding officer with a lightsaber and managed to have my PC be the first one there to discover the body right as the MP's arrived. So, the GM was expecting my character to fight his way out, or use mind tricks or something. Instead. . .he quietly surrendered (but proclaiming his innocence) and sat in a brig cell using Farseeing to gather clues which he passed on to the other PCs as they visited him and investigated the crime. For a Jedi in the middle of the Rebel Alliance, surrendering when falsely accused of a crime and using the Force and your allies to clear your name was perfectly reasonable. For a sorcerer in a D&D setting where arcane magic is outlawed and simply being a mage is punished with death, surrendering to a death squad of inquisitor Paladins is way less reasonable. (Using Paladins as medieval-style inquisitors engaged in genocidal slaughter of entire sorcerer bloodlines is another issue entirely) [/QUOTE]
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