TaranTheWanderer
Legend
Heh, no. He lost very badly.If they beat the owlbear that's a wonderful move. Great story to tell at the next village or when meeting a guard trying to keep you out of a castle.
Moral of the story: don’t wrestle owlbears.
Heh, no. He lost very badly.If they beat the owlbear that's a wonderful move. Great story to tell at the next village or when meeting a guard trying to keep you out of a castle.
Ok.Heh, no. He lost very badly.
Moral of the story: don’t wrestle owlbears.
I feel as though my players would see this, laugh, and say, "Hold my beer." I won't say my players make stupid choices all the time, but sometimes they make some pretty baffling choices.This almost never happens in tabletop RPGs. I don't mean that Players don't ever make bad decisions or dumb choices. hat i mean is it is exceedingly rare to see a player have their character intentionally make a dumb choice. if the PCs are all CIA operatives, they are cool and collected and awesome 100% of the time.
Not the point I was making, you can generate a fog of war in games but ultimately it is a game. The pressure and fog and confusion that the real world generates the sheer randomness of it rarely translates in to good fiction.It's not that hard to generate enough that players start making mistakes. The trick is doing it without confusing them about what the characters can see, hear, and so on, which is unfair. Time pressure and a lack of understanding of what's at stake will often produce errors: that's how Chicago got destroyed in one of our games.
Our group had a "party paladin" (oath of the ancients). He totally "Delights in song and laughter, in beauty and art".So, let's expound upon that. Say your character isn't an alcoholic per se, but has a hard time not having a good time. The plan is that your character is staking out a bar to watch for a hand off between two rival agents. It starts innocently enough, having a beer to blend in. Then the attractive person sits down near enough to start chatting with. Soon enough the PCs is three drinks in and checking out instead of staking out. The agents meet and make the hand off and the character misses it.
Does this happen because the player failed a check? Does it happen because the player decided it should be cause it made sense? Did it happened because the GM said so? Was there a trade made -- say, metacurrency like Inspiration, Bennie or Fate Point -- for the behavior?