D&D General Ribbing on dnd.

Is there any way for tricksters practical jokers and the like to be used in dungeons and dragons, without the party deciding they are enemy number one and hunting them down?

I'm thinking of having a young but skilled child have this element but I have a feeling I know where it would go already.
 

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I guess it partially depends on the type of jokes. Are we talking about innocent-ish jokes like poo-copper or putting black ink around the rim of a flagon of ale? Or "jokes" like those pulled by clout chasers who kick over the apple cart or yell out in a crowded inn that there's a delayed fireball about to go off, then defend their actions by claiming it was all just a joke?
 

Jack the Giant Killer motif is one way to go. Uses his wit and cunning to pull tricks and pratical jokes on enemies to lure them to their doom. Can be gallow's sort of humor (tricking prey into dangerous/deadly traps or ambushes, such as "oh don't eat me, my friends are much easier to catch since they're stuck in that cave", whilst pointing to a dragon's lair), or scaring away enemies with hoaxes or tricks, such as "showing one's strength" by squeezing water from a rock - which was actually a wheel of cleverly disguised cheese, or using illusions to confuse/scare away the enemy.
 

Yes. By only doing jokes that involve the rest of the party sparingly.

Which means only occasionally doing jokes against the other characters (and only if the players of the characters are willing to go along)... and even rarer, doing jokes against NPCs or in the world that the other party members care about or need to maintain a certain impression with.

So in other words... don't ruin your fellow party members reputations and don't disrupt the actions of the campaign. The jokes and tricks are for flavor for YOUR character, not for the group's. So don't lump their status in with yours.

If you've seen this past season of Critical Role, there is a trickster character in the game and most of her actions are just painting graffiti on things while not being seen. So nothing that affects the rest of the group or their reputation. If you do that... you probably will be fine.
 

This is partially one of the reasons people do not like gnomes and kender. Players are both trying to play their PC and play the game. When your fun tramples on mine, there is a problem. There is also a problem of saying you are doing something and the other PC is not allowed to stop it. You may say that you slap an egg on the barbarian's head to make a funny. The other player will be all, Why can't I block it, or worse say that he picks up the gnome and throws him out the window and now you are all, why can't I block it.

There is humor in having your PC telling a joke to the party and one of the Pcs gets his bacon or ale taken and drank before he can grab it back, or hang underwear out the window to embarrass someone, but I found that the jokes go too far and the joker does not know the boundaries.
 

You can also play the buffoon and then all the jokes are on you or partially on you and a select target. The egg tries to get splattered on the barbarian, but you say that you leap towards the barbarian and he grabs you mid-air, holding you up until you cough up the egg, where he stuffs it down your shirt and pats you on the chest saying good try. Or better ask the other player what he would say.

The other players at the table would go along with this better than their PC being the butt of jokes.
 

Is there any way for tricksters practical jokers and the like to be used in dungeons and dragons, without the party deciding they are enemy number one and hunting them down?

I'm thinking of having a young but skilled child have this element but I have a feeling I know where it would go already.

''Hey look, a small child is teasing us and playing pranks.''

''Lets murder it with hammers!''


Perfectly valid human response right there.
 

Is there any way for tricksters practical jokers and the like to be used in dungeons and dragons, without the party deciding they are enemy number one and hunting them down?

I'm thinking of having a young but skilled child have this element but I have a feeling I know where it would go already.
1: Make people the PCs hate the primary target of the trickster's (humiliating) tricks.
2: Make the trickster actually kind of suave/charismatic when they aren't doing the tricksy things.
3: Have the trickster like the PCs, and thus randomly do weird but beneficial stuff for them.

For my own game, I have a character that more or less fits these. His name is Rahim. He's, effectively, a prince of thieves--but in the Robin Hood tradition. He's an old friend of the party bard, and loves his job, stealing from the rich, wrecking their schemes, building up poor communities. Whenever the party wants an ear to the ground in the underworld, they turn to Rahim first. And every time they meet him....it's in a completely different house, with completely different hosts, and they eat a nice meal. Rahim is usually extremely laid-back and casual, even with serious things, so the few times that he's buckled down and gotten serious, they know things have gotten Really Righteously Real.

He's absolutely a trickster. He's just not a trickster f**king with the players. And with that one tweak, he goes from a frustrating, annoying thorn in the party's side, to a delicious and hilarious ally the party can trust (though they know he'll also do things his own way).

Edit:
If it's genuinely essential that the trickster be playing tricks on the party, you have to earn it first. The trickster has to ingratiate themselves, and has to keep justifying their presence despite the tricks being played. Think of it like you would any relationship you personally engage in. If a person just plays dumb practical jokes on you, and you don't get anything else out of it...are you going to keep associating with that person outside of the times you HAVE to? If this were a business relationship (which is more or less what an in-game ally is for an adventurer), are you gonna enjoy hanging out with them if, whenever you do, something happens to you that's embarrassing or frustrating or putting you in a humiliating position?

So yeah. Consider it a matter of social capital. The trickster archetype, if targeting the PCs, is a huge spendthrift in terms of social capital. That means you either need to make up for that expenditure with really, really great rewards, or you need to have banked a large amount of social capital in advance, so that you can spend more than you earn for a while. You can get it to work, but it won't work forever unless you start saving up more than you spend, proverbially.
 
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This depends mostly, almost entirely, upon your players, and to a much smaller extent their PC choices.

My fey tend to be tricksters. The natural state of most Fey is to be giddy as they are 'high on life' from the life force that suffuses the Feywild. This leaves them with a tendency towards selfishness and a lack of empathy. When they encounter others, they enjoy playing tricks and don't really sweat the ramifications - unless the ramification ruins their fun. Even then, they tend to have short memories when it comes to frustration and anger. It is not uncommon for fey to swear a death vow against someone that hurt them only to greet them with a hug and laughter when they meet again soon after.

However, some players do not appreciate it when their PC is made to look foolish. They get surly and do not have a good time. For these particular players, it doesn't matter what PC they are playing - they want to feel like heroes on the rise (or feel another way that is driven off course by trickery) and don't want to suffer something that diminishes their luster. When I have these players at my table, I don't lean into the Feywild, and when it does appear before them, I am careful in how the fey interact with these PCs.

Other players have PCs that feel that way about themselves, and other PCs are game to play with the fey. If I know this about the player, I am more inclined to let them encounter trickster fey, regardless of whether their PC likes it. Making the PC miserable is a nice source of conflict for the story if the player can appreciate the story element. Their character may be miserable when the fey pranks them, but the player may be in stitches.
 

''Hey look, a small child is teasing us and playing pranks.''

''Lets murder it with hammers!''


Perfectly valid human response right there.
Yeah, escalation of violence in D&D (and RPGs in general) always go from 0 to 100% in a matter of an instant. Well, not always, but often.

guards: "What is happening here? Why did you kill this person!"
PCs: "He looked at us and whispered in his acolyte's ear! He clearly had an evil plan in mind that must be stopped at all costs!"

3 minutes later...

lord mayor: "What happened here? Why did you kill all my guards?
PCs: "They tried to arrest us. The nerves I tell you!
 
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