Bae'zel
Hero
My friends call this the "Greek Fire" phenomenon, based on a close friend of mine who likes to test the limits and confidence of new GMs. Especially when the GM is clearly high and/or drunk. Basically explains to the GM that they're inventing elaborate technology or tactics beyond the setting's time period to see if they'll let them get away with it.
So on that note, how do you gracefully handle players leveraging their historical and practical knowledge to have their characters build and essentially invent things in the campaign setting?
Time travellers, like Ash in Army of Darkness? Of course! A very clever Bronze Age soldier coming up with flammable grenades that get worse with water? Ummmm
Let's assume for a moment that the "rule of cool" has SOME limits (ie, during session zero, the players all agreed to run the campaign setting as genuinely and honestly as possible). What would be the best way to handle this without causing a fuss at the table?
What's the best way beyond just "NO."?
EDIT
One of my favourite responses so far:
So on that note, how do you gracefully handle players leveraging their historical and practical knowledge to have their characters build and essentially invent things in the campaign setting?
Time travellers, like Ash in Army of Darkness? Of course! A very clever Bronze Age soldier coming up with flammable grenades that get worse with water? Ummmm
Let's assume for a moment that the "rule of cool" has SOME limits (ie, during session zero, the players all agreed to run the campaign setting as genuinely and honestly as possible). What would be the best way to handle this without causing a fuss at the table?
What's the best way beyond just "NO."?
EDIT
One of my favourite responses so far:
I would treat it as a long-term objective, not considerably different than if the player wanted the character to create the next legendary artifact. It sounds like a significant amount of work and time investment to assume the power and experience to create/invent, say, the portable hole, let alone the Deck of Many Things --- so sure, have at it, but we need to talk about your steps to...So on that note, how do you gracefully handle players leveraging their historical and practical knowledge to have their characters build and essentially invent things in the campaign setting?
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