Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Make Characters being affected from conditions without telling Players explicitly?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ilbranteloth" data-source="post: 7195435" data-attributes="member: 6778044"><p>It's a very tough situation.</p><p></p><p>First off, tiny hints rarely work. You'll need a lot of them, so be prepared.</p><p></p><p>For the light you'll need to prepare some descriptions ahead of time. Most likely written. Make every single one different, because different people notice different.</p><p></p><p>I would use passive scores for all of these checks. Prepare some additional information should they ask questions. The reality is, they won't know if the lights are real or not, but most will suspect Will'o'wisps or similar situations, so I'd build a scenario where the lights are real and the illusion obscures them.</p><p></p><p>The clues are embedded within your written descriptions, and the players should then work it out between themselves. It's highly unlikely they would just let some of their party wander off, so unless you can break line of sight they will have to decide to split up on their own. </p><p></p><p>The written descriptions should be written so that each player has a sense that they are correct. If they can be trusted to keep the written page to themselves, and only talk to each other, then you can give some written instructions as well. For example, on one of the true ones and one of the false ones something that says, "do not reveal this to the others: you are very certain you are correct"</p><p></p><p>They should hopefully be more adamant in their argument, with others finding similar information on their sheets that supports it. You want to write them in a way that there will be some similarities among all of them, and then some similarities within the two groups. No two should be identical, and only the two "positive" ones should have all of the clues.</p><p></p><p>Be prepared to provide more hints, preferably in writing, although you can take people aside as well. Be careful in verbal or handwritten responses so you don't give something away. I'm assuming the goal is that they won't be able to figure it out without further investigation and picking a direction.</p><p></p><p>If you want to try to force them to split, then the two that know they are correct must be given instructions to stand their ground, in the same way that madness and ideals, bonds, etc are written. You could write one of these for every player, giving them a temporary trait to role play. For at least two of them it should be something like, "I stand my ground when I know I am right and will not be dissuaded from the best course of action". </p><p></p><p>They may find an option that doesn't require splitting up, but you want them to really discuss it. Also, if you are allowing Wisdom saves, prepare additional options with new role playing instructions, "You question some of your prior positions" or something that doesn't immediately tell them they made their saving throw and are back to normal. They should be uncertain as to whether this new information is valid.</p><p></p><p>For bards or spellcasters, work something into their description that says they will refuse or pretend to provide inspiration or magical help to people they disagree with. The others may have instructions that they support the decisions of the bard, or cleric, etc</p><p></p><p>You can also have them pre roll saving throws, or ask for something else so they don't suspect it's a saving throw.</p><p></p><p>Ideally, though, you've given them enough information that they will be discussing (in character) and not rolling dice.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7195435, member: 6778044"] It's a very tough situation. First off, tiny hints rarely work. You'll need a lot of them, so be prepared. For the light you'll need to prepare some descriptions ahead of time. Most likely written. Make every single one different, because different people notice different. I would use passive scores for all of these checks. Prepare some additional information should they ask questions. The reality is, they won't know if the lights are real or not, but most will suspect Will'o'wisps or similar situations, so I'd build a scenario where the lights are real and the illusion obscures them. The clues are embedded within your written descriptions, and the players should then work it out between themselves. It's highly unlikely they would just let some of their party wander off, so unless you can break line of sight they will have to decide to split up on their own. The written descriptions should be written so that each player has a sense that they are correct. If they can be trusted to keep the written page to themselves, and only talk to each other, then you can give some written instructions as well. For example, on one of the true ones and one of the false ones something that says, "do not reveal this to the others: you are very certain you are correct" They should hopefully be more adamant in their argument, with others finding similar information on their sheets that supports it. You want to write them in a way that there will be some similarities among all of them, and then some similarities within the two groups. No two should be identical, and only the two "positive" ones should have all of the clues. Be prepared to provide more hints, preferably in writing, although you can take people aside as well. Be careful in verbal or handwritten responses so you don't give something away. I'm assuming the goal is that they won't be able to figure it out without further investigation and picking a direction. If you want to try to force them to split, then the two that know they are correct must be given instructions to stand their ground, in the same way that madness and ideals, bonds, etc are written. You could write one of these for every player, giving them a temporary trait to role play. For at least two of them it should be something like, "I stand my ground when I know I am right and will not be dissuaded from the best course of action". They may find an option that doesn't require splitting up, but you want them to really discuss it. Also, if you are allowing Wisdom saves, prepare additional options with new role playing instructions, "You question some of your prior positions" or something that doesn't immediately tell them they made their saving throw and are back to normal. They should be uncertain as to whether this new information is valid. For bards or spellcasters, work something into their description that says they will refuse or pretend to provide inspiration or magical help to people they disagree with. The others may have instructions that they support the decisions of the bard, or cleric, etc You can also have them pre roll saving throws, or ask for something else so they don't suspect it's a saving throw. Ideally, though, you've given them enough information that they will be discussing (in character) and not rolling dice. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Make Characters being affected from conditions without telling Players explicitly?
Top