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Dumb Things PCs Do That Change the World

Not long back, I blogged about an incident where the PCs were warned that taking a cursed artifact sword would turn their world upside down, and they took it anyway.

http://www.creativemountaingames.com/2014/12/the-friday-grab-bag-cursed-sword.html

It would be totally RBDM to actually introduce anything like 'The One Ring' into a campaign, because players would never be like, "This is horrible. We've got to destroy this foozle!" They'd totally be like, "Destroy it? NeverQ I'm going to use my precious to RULE THE WORLD!!"

And the really sad thing is that you wouldn't have to even give it a mechanical curse. It would just work out that way.

Case in point: the current party found an intelligent sword named 'First Blood' that has special imperative - "Destroy your enemies before they destroy you." And the party lost the sword when its first owner died in a trap. So, they went out of their way to go back for it. One NPC even told them, "If you keep that sword, sooner or later it's going to kill your whole party." They refuse to treat it as a major danger at all. The can't seem to get their head around, "This is by far the most powerful magic item we own!", being proof of just how much trouble it is going to be when things go bad, rather than proof that it is really something that they want to have.

Sometimes I feel l should have named the sword: "Carvin' Marvin".
 
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It would be totally RBDM to actually introduce anything like 'The One Ring' into a campaign, because players would never be like, "This is horrible. We've got to destroy this foozle!" They'd totally be like, "Destroy it! Never. I'm going to use my precious to RULE THE WORLD!!"

And the really sad thing is that you wouldn't have to even give it a mechanical curse. It would just work out that way.


As the blog points out, there were some mixed feelings about putting things back to normal. :)
 

Dumb things players did... oh yeah!

Leaving the above mentioned vaccum power after removing a powerful vampire from a realm was one such thing. Had they stayed for a while and taken his place, or even found someone who might have been a heir to the old royal line or something - but nope. One char wanted to get married asap and thus get back to his realm, the dwarf in the party wanted to go back home and start his family on a brewing business as he had found a lot of new beer recipes. The bard was making a ballad out of their story and wanted to perform it at the bard's college he was from. So they decided on downtime somewhere else.

When they came back more or less the same way on another quest 2 years later, the place was not only incivil war but the fringe groups had begun involving neighboring countries. They didn't get what happened right away, it was a while later that the wizard in the party wondered if the whole mess might have to do with them killing the vampire a while back. :-)



A weirder thing happened with a group which had been under a mountain for a few weeks hunting down the abductors of a prince. They did only find the remains of the prince due to a few other mistakes, but on their way out, they came upon a small adamantine knife stuck in a wall in a temple to the sun god (all still underground of course). At least the bard and the noble in the group should have recalled the legend about a knife and a lost temple. It was the knife of a long dead elven assassin buried here for a true heir to use it when in need. The writing under it read "in dire times, call on me and I will give aid" or something quite close.

My idea was that they would recall the story told to them in one way or another over the last 2 adventures to understand that the elven queen of a close by realm was frantically looking for the knife in the hopes to slay the bad luck bestowing slumbering dragon under her castle with it before it was due to wake up - long story that one, the group had been involved in it their lower levels. It was all the same players, too, same chars everything. I even mentioned that it reminded them of something even after they totally botched their knowlege rolls.

The noble in the group, also an elf and not the brightest, suddenly seemed very interested. He drew the dagger out of the stone - he was a heir of the same elven line, if not anywhere close to being in line for the throne - and I had hopes that he would now return to the elf realm to be the liberator they needed, or give it to the queen at least. Instead, he started cleaning his fingernails with it. I must have looked quite confused, as he insisted that having clean fingernails was a need for a noble, indeed. And then, because of the magic in the room and it all being in a temple of their main deity, he put the knife back! This was a group who found every excuse to plunder everything. And they had had sooo many hints...

They left the mountain and went elsewhere, not even telling the elf queen or her agents anything. Destiny spun madly and howled at the two moons :-)

To not kill the elf realm completely, I had some lost farm girl find the dagger later and be the hero. But by then there had been a multitude of problems in the elf realm already, and subsequently a war with the orcs of the mountains who now percieved them as weak. Of course the story of the dagger and the farm girl got back to the PCs in songs and stories, and they then remembered having seen that dagger before. They didn't€ven keep quiet about it, they told a whole inn what they had done or rather not done. The noble was soon known as "clean nails, clouded mind" by other elves who found out about it and he wasn't really all that liked in his homeland anymore.
 

This sort of thing happens all the time, and not just on EnWorld.

That it happens does not mean he should just sit back and accept it. He started the thread with a simple request, and several of you instead offered unrequested critique. Not illegal, but not very considerate, sir.

Lots of people come to share stories, only to find that what other people hear isn't what they expected them to hear.[/quote ]

If you (or others) didn't hear his request for stories, you weren't reading closely, as he explicitly asked for them in the OP.

To begin with, I have no stories of times the PC's screwed up so big that the whole world suffered.

Perhaps that was a sign that this wasn't a thread for you.



I've been playing for 30 years, but in general I've tended to avoid 'save the world' stories until this most recent campaign. Partly that's because I've deliberately avoided 'save the world' tropes because they tend to be the anti-thesis of open world play. Partly that's because I feel its an overdone trope, that tends to steam roll all sorts of imaginative play. If the PC's have to save the world, it really doesn't matter what else their priorities are - all that will have to wait. And partly it's because I feel that if the world was so easy to screw up that the PC's could do it, it would be far more screwed up already.

Even if I did have such stories, I'm not convinced anyone would be interested in them.

Again, so maybe you should have tried a different thread.

Anyway, for my own story. Not from D&D, but a doozy. It was a shattered reality world, with shards made of Earth from various time periods, tech and magical levels, and effectively fictional genres...

My character was an engineer, and we'd worked our way into Cheyenne Mountain, in an attempt to recover the core of an insane AI to rehabilitate it and use it to stabilize the shattered world shards with a network of AIs to act as quantum mechanical observers. So, really, we had the best of intentions.

But, I forgot my hat. Misplaced the character's lucky hat in the dark.

In the process of recovering the AI, we accidentally launched a nuclear missile at our fractured world's Japan. Radiation + Japan =Godzilla. We woke up / created Godzilla, that, of course, went rampaging. Not a good day.

Never did anything else in that game without my hat, though :)
 


Perhaps that was a sign that this wasn't a thread for you.

Strictly speaking, no one else in the thread has had an equivalent story to share either. There has been a few stories of PC's doing things that threatened themselves or various corners of the world, but if having a story of threatening all of the world is the measure of whether you should be allowed to contribute, then Rune's thread would have 0 responses.

Indeed, the first 7 responses were about the appropriateness of having the PC's threaten the world, and most of the responses to that have been mostly discussions of that discussion - including yours. As far as your story goes, I see no sign that the PC's did anything stupid at all. It was just GM screw - recovering the AI accidently launched a missile, the missile happened to be armed and aimed at Japan, this was seen as empowering Godzilla in a fractured world. There is nothing necessarily wrong with that in context, but the context is not 'the PC's screwed up the world'. Godzilla in an already reality fractured world is just more of the same. Natural process resolution wasn't really involved in creating Godzilla - it was just a GM upping the stakes in a way he thought was interesting.
 

I had the PCs once abandon their mission because the paladin was slain. They were investigating a cult, dealt with the guards of the abandoned temple, and now had a dead paladin (he could only be hit by crits from the guards, they crit him three times in a row I rolled in the open). They decided the best course of action was to take the body back to his temple, which was almost a week away. No matter what I did, the PCs would not advance in the temple. I even gave them a DC 10 perception check, that everyone failed, to hear chanting before they should have. They were determined to leave. The cultists in the basement level were in the midst of a ritual to summon a demon, and it was so complicated they would be unable to defend themselves at all. So the demon was summoned, it subjugated the lizard people of the swamp and lead an army to attack the kingdom the PCs were supposed to protect.

I even told them as part of the pitch that things like abandoning a mission would have dire consequences. When I look back it makes a funny story how the left to allow the kingdom to be attacked by a demon lead army. But I should have just had them hear the chanting and not asked for a roll.
 

This sort of thing happens all the time, and not just on EnWorld. There is even a meme for that: "Cool story, bro."

Lots of people come to share stories, only to find that what other people hear isn't what they expected them to hear.

Yeah, I know. I was just lamenting the passing of an era when EN World wasn't like that.


To begin with, I have no stories of times the PC's screwed up so big that the whole world suffered. I've been playing for 30 years, but in general I've tended to avoid 'save the world' stories until this most recent campaign. Partly that's because I've deliberately avoided 'save the world' tropes because they tend to be the anti-thesis of open world play. Partly that's because I feel its an overdone trope, that tends to steam roll all sorts of imaginative play. If the PC's have to save the world, it really doesn't matter what else their priorities are - all that will have to wait. And partly it's because I feel that if the world was so easy to screw up that the PC's could do it, it would be far more screwed up already.

Even if I did have such stories, I'm not convinced anyone would be interested in them.

Well, I would. That's why I asked.

At the least, your little twig people and snow golem are gods. They may be 'small gods', akin to but mightier than dryads, nymphs or lares, but gods they most certainly are. They just happen to be gods that you can stuff in a bag and stomp on.

I take your point. They're not the kind to be worshipped, but small gods--yeah.

It's not unusual for in fairy tales such mighty figures as Death or Satan to succumb to magic items and the trickery of some hero, and these figures are not mightier than that.

Actually, I'm glad you pointed that out, because I do try to evoke a folk/fairy tale feel for my campaigns. Maintaining the verisimilitude of such a game requires a different set of expectations.

But I'm guessing from the story that the PC's were somewhat early in their careers and faced far mightier beings than these small gods of winter.

Some mightier and many nastier, but much of the conflict has been in thwarting schemes, rather than conquering opponents.

I still don't understand how such fragile yet important figures weren't guarded by something, if only an old elf lore master that at least waved his arms and said, "Put away your arms, for you are standing on sacred ground! If ye be any sort of friend of the free peoples, you'll do nothing to interfere with the sacred ceremony of winter, lest the whole world fall into imbalance and people die by the thousands or millions! Famine, flood and disaster will befall any that breaks the peace of this ceremony!"

I really don't want to clutter this thread with the complex web of details that provide this sort of context; that's why I didn't include them in the first place (that, and it wasn't relevant to my story). However, you are asking civilly (and, presumably, actually do want to know), so I'll provide a brief response:

The only people likely to know what the goings on were and what they meant would be true neutral elven druids (and not especially high level, generally), who were more likely to take a long a long view and let nature sort itself out (which it was doing). Somewhere along the way, the popular view of druids seems to have become one of protecting nature, but they seemed better suited (being uniformly neutral) to be impartial caretakers. So it was with this setting.

But it still strikes me as being right on the line, and I'm sympathetic to Rune going, "Cool story bro, but I hope noob DM's reading this are very careful with this sort of thing."

I assume you meant that other guy.

Truthfully, I don't understand why so many veteran DMs want to protect new DMs from making mistakes. We all became veteran DMs by making mistakes and learning from them. It's an important part of the evolution. It's how you learn what's going to work and what isn't. And what to do when it doesn't.
 

Strictly speaking, no one else in the thread has had an equivalent story to share either. There has been a few stories of PC's doing things that threatened themselves or various corners of the world, but if having a story of threatening all of the world is the measure of whether you should be allowed to contribute, then Rune's thread would have 0 responses.

Well, strictly speaking, I didn't mention threats at all. My thread title spoke of dumb ways PCs changed the world and my OP asked for stories of how they messed things up so badly the whole world paid for it.

Both of those outcomes can be derived from much more localized threats and would be for most of the stories in this thread, I think, if logical consequences were extrapolated.

That said, if anyone wants to post a similar story that is more limited in scope (as you did), I'm cool with that, too.
 
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Yeah, I know. I was just lamenting the passing of an era when EN World wasn't like that.

I've been posting on EnWorld for more than 10 years now, and I could probably count on one hand the number of times I posted a thread asking for help or information and actually got a useful response. And really, few even get a response at all. I try to answer every 'Help!' question by a noob that comes along in some fashion, but I know of no era at EnWorld where there were actually a large number of helpful posters - and the one poster who I could reliably count on for at least advice and sympathy, and one of the few other posters I noted trying to help everyone, and probably the best content provider EnWorld ever had was driven away. So, the closest I can get to understanding your complaint is the post Raven era.

Well, I would. That's why I asked.

You are in much the same boat as me then, except I'd usually phrase this as more, "Can you think of interesting ways for a PC to screw up innocently that would have world altering consequences?" And, had I, I'd probably only gotten you as a respondent.

I take your point. They're not the kind to be worshipped, but small gods--yeah.

No, my point is precisely that they would be worshipped. Coming from a 21st century Anglosphere perspective, most people's understanding of religion is unconsciously Protestant Christianity, and so the phrase 'god' invokes in the mind unreflectedly the attributes of the God of Abraham with the vast gap between mortal and immortal that implies. Virtually everything about that understanding is wrong for the typical D&D campaign world, starting with such unconsidered assumptions that 'faith' has anything to do with normal religious experience or is central to the acts of the clergy. Equally bad, and particular to this case, is the assumption that pretty much everyone only worships a single god whose attributes and beliefs are most closely aligned with their own, and that it is wrong to worship gods whose attributes aren't aligned with your own, and that only the 'gods' are worthy of worship. This is nothing like ancient polytheism. Your average polytheist worshiped pretty much all the gods to propitiate them, quite apart from whether he 'loved the gods'. Likewise, your average polytheist might happily be simultaneously offering worship to high gods like the Olympians, low gods like that old Oak tree on the edge of his property (a hamadryad, also a god), the stream that passed by his farm (surely a god, every nymph is a deity), his personal household deity (essentially a fairy or similar spirit in modern terms, perhaps a brownie in D&D terms), his own ancestors, and his king and would not differentiate between them as acts of worship. This idea that the gods are jealous and demand you don't worship things except themselves, is pretty much again, straight out of the assumptions of Judeo-Christianity.

Actually, I'm glad you pointed that out, because I do try to evoke a folk/fairy tale feel for my campaigns. Maintaining the verisimilitude of such a game requires a different set of expectations.

I admire the fairy tale feel. It's the verisimilitude I'm questioning because you have unreflected on D&Dism ('It's a monster, kill and loot it!') mixed in with your fairy tale. I'm also skeptical under the circumstances of describing the actions as 'dumb'.

Some mightier and many nastier, but much of the conflict has been in thwarting schemes, rather than conquering opponents.

I'm gathering at the time that wasn't clear to the players.

The only people likely to know what the goings on were and what they meant would be true neutral elven druids (and not especially high level, generally), who were more likely to take a long a long view and let nature sort itself out (which it was doing). Somewhere along the way, the popular view of druids seems to have become one of protecting nature, but they seemed better suited (being uniformly neutral) to be impartial caretakers. So it was with this setting.

I'm good with all of that and agree with the assessment of impartiality, but I just don't see how in this case you can call them 'caretakers'. I still think the Druids should have been their observing and offering up worship to the nature spirits. If they choose not to intervene in the PC's blunder, citing their impartiality, that would be one thing. In this case though, they can't claim impartiality, only that they were uninvolved. And in any event, if you didn't feel that was appropriate to the setting, it still wouldn't have made the player's actions 'dumb'. You could only make that assessment if the Druid was there, and despite his best effort to warn the PC's, they decided to start killing things anyway.

Truthfully, I don't understand why so many veteran DMs want to protect new DMs from making mistakes. We all became veteran DMs by making mistakes and learning from them.

For my part, it's because first, while experience is a good teacher, sometimes having someone more experienced lead you through it is an even better teacher. And secondly, because my observation of the EnWorld boards is that many young DMs are seldom aware that they've made a mistake or a potential mistake. Often I see posts on the boards by young DMs complaining of table problems that have arisen or difficulties that they find themselves in, and they don't see how they got where they got to. My purpose in this thread was less to correct you, than it was to reinforce the warning to younger readers who might come upon this thread and think, "Cool!" (which it is), "I'm going to do something like that!", without realizing how IMO you only avoided disaster by a bit of luck and the grace of some rather understanding players. That, and to back Janx up after you called his claim that this sort of thing represents a potential mistake, "Nonsense." There is IMO nothing nonsensical at all about that claim. Young GMs in my opinion are far too quick to declare that the player's uninformed decision making was 'dumb' and that whatever random screw that occurred afterwards they deserved, without spending time considering how as the only window that the players have on to the world, the burden of ensuring that the players are making reasonably informed decisions falls on the GM.

Your story struck me as equivalent to, "The PC's came to an unmarked intersection. They could go left or right. The players choose left, and so the whole world paid for it. Boy aren't they dumb. Do you have in similar stories of player stupidity to share?"

One simple proof of this would be the following story:

"In one game, the PCs came across some twig-like people, about a foot tall, dancing in a circle around a snow-golem.

Figuring (correctly) that the creatures were animating the golem, they stupidly decided to wait and see what would happen. Then of course three rounds later the giant snow golem animated and nearly killed them, forcing them to flee.

Turns out later that the twig-people had been performing a ceremony to stop change of season from winter to spring. So spring didn't happen and the weather cycle got ALL screwed up.

Fixing THAT particular problem was quite a quest in and of itself."
 
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