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Dopey things DM's have done.
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<blockquote data-quote="sniffles" data-source="post: 2899294" data-attributes="member: 30035"><p>I have the distinct impression that this guy must have been very bad at gym class in grade school and was generally terrified of anything physical. I can't think of any other explanation for making the world so lethal. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p>Some of these stories remind me a bit of a GM I have, who can sometimes be rather annoying, but not nearly as bad as FickleGM's story. But he did once do something that I can now look on as dopey, though at the time it made me so angry I almost walked out on the game.</p><p></p><p>We were playing Champions. Some NPCs who were associated with our team had been kidnapped by a villain we'd encountered previously. We went to meet him to recover the kidnappees. The villain wanted us to be guinea pigs to test a device that would open doorways to alternate realities. We agreed, but he refused to release his captives until after we did what he wanted. We argued and argued to persuade him to release them; he knew us, so he'd know we were honorable. In the past part of the team had actually cooperated with this villain to avert an alien invasion. So we couldn't see any reason why he was so intractable about releasing the prisoners. But no matter what argument we made, he refused. Even when I, in a fit if frustration, announced that my PC would stay in the villain's spaceship forever if that was what it took, the GM refused to even consider the idea of letting the captives go.</p><p></p><p>It made more sense when we found out that this was actually the villain's son, masquerading as his father. But we didn't find that out until a session or two later.</p><p></p><p>The whole point of this adventure was to send us off to a bunch of alternate realities, one of which was based on the <strong>Powerpuff Girls </strong> cartoon. :\ </p><p></p><p>This same GM does have a reputation for being determined to have his bad guys escape, whatever the cost. If he wants that villain to get away, then get away the villain will, no matter what the PCs do. Occasionally if it becomes obvious that we're really determined to capture that bad guy we'll succeed - and then the bad guy will escape from captivity almost immediately. This is true no matter what game system we're playing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="sniffles, post: 2899294, member: 30035"] I have the distinct impression that this guy must have been very bad at gym class in grade school and was generally terrified of anything physical. I can't think of any other explanation for making the world so lethal. :confused: Some of these stories remind me a bit of a GM I have, who can sometimes be rather annoying, but not nearly as bad as FickleGM's story. But he did once do something that I can now look on as dopey, though at the time it made me so angry I almost walked out on the game. We were playing Champions. Some NPCs who were associated with our team had been kidnapped by a villain we'd encountered previously. We went to meet him to recover the kidnappees. The villain wanted us to be guinea pigs to test a device that would open doorways to alternate realities. We agreed, but he refused to release his captives until after we did what he wanted. We argued and argued to persuade him to release them; he knew us, so he'd know we were honorable. In the past part of the team had actually cooperated with this villain to avert an alien invasion. So we couldn't see any reason why he was so intractable about releasing the prisoners. But no matter what argument we made, he refused. Even when I, in a fit if frustration, announced that my PC would stay in the villain's spaceship forever if that was what it took, the GM refused to even consider the idea of letting the captives go. It made more sense when we found out that this was actually the villain's son, masquerading as his father. But we didn't find that out until a session or two later. The whole point of this adventure was to send us off to a bunch of alternate realities, one of which was based on the [B]Powerpuff Girls [/B] cartoon. :\ This same GM does have a reputation for being determined to have his bad guys escape, whatever the cost. If he wants that villain to get away, then get away the villain will, no matter what the PCs do. Occasionally if it becomes obvious that we're really determined to capture that bad guy we'll succeed - and then the bad guy will escape from captivity almost immediately. This is true no matter what game system we're playing. :) [/QUOTE]
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