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The "That sounds better" syndrome
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<blockquote data-quote="Greenfield" data-source="post: 5858213" data-attributes="member: 6669384"><p>Ive noticed over the years that if I want to implement some totally mad scheme in game, it's easier to get DMs and other players to buy into it if I precede it with an even more mad plan, then trim back to the slightly-less insane version.</p><p></p><p>For example...</p><p>[sblock]In our current game, we're trying to bring back a PC who should be beyond recovery. He died, and challenged the Wild Hunt in a run for his life. He didn't make it, and so became one of the Sluagh, the hounds of the Wild Hunt.</p><p></p><p>This is actually a side mission though. We're actually on course to take down an enemy fortress where the bad guys are performing ritual sacrifice to power magic item crafting.</p><p></p><p>The Big Bad in charge had a front man, a fall guy to take the blame. Said fall guy died recently (at the hands of the real Big Bad). Then the Big Bad died, right in front of the Wild Hunt, at the gates to the afterlife. He issued a Challenge, bidding to do that same "run for your life" that the fallen PC failed at.</p><p></p><p>The party Druid offered, at the same time, to Challenge on behalf of an innocent he'd killed. The offer was accepted by the Horned King (leader of the Hunt), but declined by the innocent, whose spirit was there.</p><p></p><p>The Druid then offered to run for the fallen PC. The Horned King hesitated, so my PC offered to run as well. It was accepted.</p><p></p><p>Now, the mad plan is to try and help the Big Bad in this Hunt. His plans are ruined, and if he makes it he still faces the King's dungeons or a life on the run. But he has information we want. So we work together and try and get everyone through.</p><p></p><p>The really mad plan is to lead the Hunt to the dark fortress, where the howls of the Sluagh (an enhanced Shadow Mastiff) will drive the defenders into panic and chaos. </p><p></p><p>Said defenders have a hyper-sensitive perimeter security, and have a "Shoot first, ask questions never" attitude. If we can lead the Hunt there, and they attack the Hunt as trespassers, they're so fried. Rules of the Hunt are simple:</p><p></p><p>1) Prey have to evade the Hunt until dawn to win.</p><p>2) Anyone who interferes, either to aid the prey or hinder the Hunt becomes fair game for the Sluagh,</p><p></p><p>Did I mention that the Horned King is a Celtic deity named Vandos? Mortals don't fight deities and win.</p><p></p><p>Now this is absolutely insane, and presumes that we can evade the Hunt well enough to lead them, rather than be driven by them, that we can travel over 50 miles in one night, in the dark, over rough terrain, and that we can time it well enough that the Hunt will be the ones the perimeter security runs into instead of us, and finally that the Hunt will somehow end up doing our dirty work for us.</p><p></p><p>So the relatively minor insanity of getting Big Bad to sell out his companions seems sane by comparison. [/sblock]</p><p></p><p>Do you ever try this sort of thing? Or is it DM abuse?</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5858213, member: 6669384"] Ive noticed over the years that if I want to implement some totally mad scheme in game, it's easier to get DMs and other players to buy into it if I precede it with an even more mad plan, then trim back to the slightly-less insane version. For example... [sblock]In our current game, we're trying to bring back a PC who should be beyond recovery. He died, and challenged the Wild Hunt in a run for his life. He didn't make it, and so became one of the Sluagh, the hounds of the Wild Hunt. This is actually a side mission though. We're actually on course to take down an enemy fortress where the bad guys are performing ritual sacrifice to power magic item crafting. The Big Bad in charge had a front man, a fall guy to take the blame. Said fall guy died recently (at the hands of the real Big Bad). Then the Big Bad died, right in front of the Wild Hunt, at the gates to the afterlife. He issued a Challenge, bidding to do that same "run for your life" that the fallen PC failed at. The party Druid offered, at the same time, to Challenge on behalf of an innocent he'd killed. The offer was accepted by the Horned King (leader of the Hunt), but declined by the innocent, whose spirit was there. The Druid then offered to run for the fallen PC. The Horned King hesitated, so my PC offered to run as well. It was accepted. Now, the mad plan is to try and help the Big Bad in this Hunt. His plans are ruined, and if he makes it he still faces the King's dungeons or a life on the run. But he has information we want. So we work together and try and get everyone through. The really mad plan is to lead the Hunt to the dark fortress, where the howls of the Sluagh (an enhanced Shadow Mastiff) will drive the defenders into panic and chaos. Said defenders have a hyper-sensitive perimeter security, and have a "Shoot first, ask questions never" attitude. If we can lead the Hunt there, and they attack the Hunt as trespassers, they're so fried. Rules of the Hunt are simple: 1) Prey have to evade the Hunt until dawn to win. 2) Anyone who interferes, either to aid the prey or hinder the Hunt becomes fair game for the Sluagh, Did I mention that the Horned King is a Celtic deity named Vandos? Mortals don't fight deities and win. Now this is absolutely insane, and presumes that we can evade the Hunt well enough to lead them, rather than be driven by them, that we can travel over 50 miles in one night, in the dark, over rough terrain, and that we can time it well enough that the Hunt will be the ones the perimeter security runs into instead of us, and finally that the Hunt will somehow end up doing our dirty work for us. So the relatively minor insanity of getting Big Bad to sell out his companions seems sane by comparison. [/sblock] Do you ever try this sort of thing? Or is it DM abuse? [/QUOTE]
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