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Voluntary TPK?
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<blockquote data-quote="werk" data-source="post: 2103428" data-attributes="member: 29663"><p>I hear a few of these on this thread. That is, the players feel that because something is there, they are supposed to interact with it/attack it/steal it/whatever.</p><p> </p><p>I never really had this problem because I have tons of misdirection in my game, players have to be convinced to take a specific course of action because they've been sucker'd before. I think it is a throw back to playing planescape so much, my party is rarely the toughest kids in town...and I want them to understand that fact. I also feel that many DMs only flesh out their story line, instead of the whole setting, so anything that is fleshed out is assumed by the players to be part of the story. </p><p> </p><p>I always called these 'Golden Glowing Grab-me's'. You go into the treasure room and in the middle of all the treasure is a beautiful magic sword sitting on a pedestal with a spot light on it. Invariably, the first PC the grab the sword is fried/poisoned/cursed/crushed/imprisoned/gender-changed/alignment-changed/you-name-it. But players will kill each other to be the first to grab the darn thing.</p><p> </p><p> </p><p></p><p>Now this is a little different. What would affect the party's perception (common sense) to make them think that the suicidal activity is OK? Did the info about the pool come from a reliable source, like a mission giver or mentor/patron? Have they heard previous stories about swimming in pools bestowing power? </p><p> </p><p>I probably would have started this particular situation with..."assuming you don't plunge in, who sticks their toe in first?" "OK, when you stick your toe in it feels like it is burning...like you stuck your toe in boiling stew, when you pull your toe out the skin is hanging off in blisters (take 1 point of damage)...it hurts like Baator...are you sure you want to continue?"</p></blockquote><p></p>
[QUOTE="werk, post: 2103428, member: 29663"] I hear a few of these on this thread. That is, the players feel that because something is there, they are supposed to interact with it/attack it/steal it/whatever. I never really had this problem because I have tons of misdirection in my game, players have to be convinced to take a specific course of action because they've been sucker'd before. I think it is a throw back to playing planescape so much, my party is rarely the toughest kids in town...and I want them to understand that fact. I also feel that many DMs only flesh out their story line, instead of the whole setting, so anything that is fleshed out is assumed by the players to be part of the story. I always called these 'Golden Glowing Grab-me's'. You go into the treasure room and in the middle of all the treasure is a beautiful magic sword sitting on a pedestal with a spot light on it. Invariably, the first PC the grab the sword is fried/poisoned/cursed/crushed/imprisoned/gender-changed/alignment-changed/you-name-it. But players will kill each other to be the first to grab the darn thing. Now this is a little different. What would affect the party's perception (common sense) to make them think that the suicidal activity is OK? Did the info about the pool come from a reliable source, like a mission giver or mentor/patron? Have they heard previous stories about swimming in pools bestowing power? I probably would have started this particular situation with..."assuming you don't plunge in, who sticks their toe in first?" "OK, when you stick your toe in it feels like it is burning...like you stuck your toe in boiling stew, when you pull your toe out the skin is hanging off in blisters (take 1 point of damage)...it hurts like Baator...are you sure you want to continue?" [/QUOTE]
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