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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Sadras" data-source="post: 7558133" data-attributes="member: 6688277"><p>We recently had a session where the party tracked down the group of Frost Giants hoping to negotiate some sort of deal with them (long story). </p><p></p><p>Anyways one of the PCs was carrying one of the shards of the Rod of Seven Parts (modified) which also happens to be the PC's heirloom. The PC noticed that one of the Frost Giants (Frost Giant Everlasting One, VGtM) had a similar shard but was using it as a hairpin (stolen idea).</p><p></p><p>The above PC managed to gain the Frost Giant's attention and showed him his shard, holding his upwards in open palms for the FG to inspect. The FG, intrigued, took the PC's shard and removed her hairpin and with little difficulty joined the two shards. Satisfied, she then placed the now unified piece back in her hair. The PC, then in desperation, made an attempt with his hands and a loud cough that he desired his piece returned. The FG, unperturbed began chatting to her fellow kin. The negotiation with the FGs ended successfully and the two groups parted ways.</p><p></p><p>Needless to say, the PC was annoyed, but was unwilling for the party to take on the 7 FG's in order to retrieve the artifact he had had from 1st level (party is currently level 10).</p><p></p><p>None of that was rolled for, except for the negotiations which were a separate exercise. None of that was planned for obviously. The PC declared his actions. I as DM adjudicated the interaction. No dice was necessary for the FG response in relation to the PC wanting his shard back. I determined the reasonable course of action for the FG based on the actions declared by the PC and my knowledge of FGs. I do the same with anything else in the setting. If I decided the outcome was uncertain I would let the dice decide. I don't consider any of this a Mother-May-I play-style.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7558133, member: 6688277"] We recently had a session where the party tracked down the group of Frost Giants hoping to negotiate some sort of deal with them (long story). Anyways one of the PCs was carrying one of the shards of the Rod of Seven Parts (modified) which also happens to be the PC's heirloom. The PC noticed that one of the Frost Giants (Frost Giant Everlasting One, VGtM) had a similar shard but was using it as a hairpin (stolen idea). The above PC managed to gain the Frost Giant's attention and showed him his shard, holding his upwards in open palms for the FG to inspect. The FG, intrigued, took the PC's shard and removed her hairpin and with little difficulty joined the two shards. Satisfied, she then placed the now unified piece back in her hair. The PC, then in desperation, made an attempt with his hands and a loud cough that he desired his piece returned. The FG, unperturbed began chatting to her fellow kin. The negotiation with the FGs ended successfully and the two groups parted ways. Needless to say, the PC was annoyed, but was unwilling for the party to take on the 7 FG's in order to retrieve the artifact he had had from 1st level (party is currently level 10). None of that was rolled for, except for the negotiations which were a separate exercise. None of that was planned for obviously. The PC declared his actions. I as DM adjudicated the interaction. No dice was necessary for the FG response in relation to the PC wanting his shard back. I determined the reasonable course of action for the FG based on the actions declared by the PC and my knowledge of FGs. I do the same with anything else in the setting. If I decided the outcome was uncertain I would let the dice decide. I don't consider any of this a Mother-May-I play-style. [/QUOTE]
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