Theo R Cwithin
I cast "Baconstorm!"
With or without Ex-lax?I go to the bathroom.
*snip*
"What's the coolest thing that could possibly happen right now?"
With or without Ex-lax?I go to the bathroom.
*snip*
"What's the coolest thing that could possibly happen right now?"
Train your players not to stray too far from an expected path.
"Oh, you don't want to follow the suggestions of the last NPC that you should check out that tower? Ok. Your party gathers itself together and you head toward the town gates. The fluttering wings of a raven catch your eye, and you notice the key stone that holds up the massive arch over the gate looks suspiciously loose,..."
If they don't get the point, you use the time they spend drawing up new characters to think things out.
I think this is absolutely dreadful advice for all manner of reasons. Killing their characters arbitarily because they don't follow up on the traintrack you've laid out for them? Shameful behaviour for any GM.
I go to the bathroom.
Seriously.
When they do something completely unexpected sometimes you can just roll with it. But sometimes looking in the faces of the players the mental gears just kind of lock up. I go to the bathroom (I probably needed to go to the bathroom anyway - I drink a crapload of Diet Coke.) where I can get a couple minutes to clear my head and ask the question that needs to be asked:
"What's the coolest thing that could possibly happen right now?"
Then I do that.
This seems to work a lot. I think sometimes the players even like the encounter/event more than they otherwise would have because they 'figured it out' before it happened, and you know you don't have to worry about players questioning the underlying logic of an antagonist's actions. It already made sense to them.1. Use the players' speculation against them. They always come up with more bizarrely paranoid stuff than you can.
That's a really good point. There's nothing wrong with flat out asking the players what their characters are thinking or rationalizing. "Why are you doing that? What do you expect when you go there?" Then take that info and twist, ignore, or otherwise use and/or abuse as needed.1. Use the players' speculation against them. They always come up with more bizarrely paranoid stuff than you can.