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File: Wic.jpg (29 KB, 597x335)
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does your dm (or do you, if you are the dm) follow the rule of
>just keep coming up with excuses to let the players keep rolling until someone hits a nat 20 so you can do the cool plot you've written
or does he (or you, if you are the dm) let the dice decide what happens in your games?
>>
what cool plot?
i don't see a cool plot on my hexcrawl or in my dungeon
it's just a place to explore and get rich
>>
>>98766564
its a false equivalency. the "dice decide" approach is just planning for failure with multiple paths and multiple ends. be what they may, the dice havent taken you off my plan, you're just seeing a different part of it. Which is a good thing btw. player agency as much as possible is preserved and the rolls arent fudged, i've just precalculated a few of the likely outcomes so i dont need to improvise or overlook something and realize ive written myself into a corner.
it takes significant effort to derail even a modestly planned game. but, on that topic...

>>98766568
i leave the dungeon
>>
>>98766564
Plot? That's the thing I gaslight my players in to thinking was there at the time.
>>
>>98766564
A natural twenty only matters in the context of an attack and just to indicate a critical hit which means you double the number of dice you roll for damage.
Read the above sentence again.
Then read the one below.
A natural twenty only matters in the context of an attack and just to indicate a critical hit which means you double the number of dice you roll for damage.
I don't think dealing double damage on average on a single attack is such an epic plot point.
>>
>>98766564
This guy looks like he gets pegged.
>>
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>>98766564
>>
>>98766576
so in your games when a pc fails their third and final death save, but they haven’t yet done the important thing you needed them to do, do you just invent a reason to let them reroll the third save so they might live long enough to do the thing the plot needs them to do?
>>
>>98767292
kek
>>
>>98767292
Truly the best use of AI.
>>
>>98767393
Need implies a single point of failure. The entire philosophy is to design around multiple solutions so that a total failure is statistically improbable. If im doing my job i should never need any one particular PC in the first place
>>
>>98767481
>>98767636
one pc needed to free another from a magical pact that bound her to this plane so she could return to her home plane where the next adventure is supposed to take place, but he died before he could release her. so the dm had to narrate a reason why the player could reroll their third failed death save.
>>
>>98768140
Let me reiterate
The entire philosophy is based on the idea that a problem exists to be solved
What does an unsolveable problem achieve? Nothing.
A solveable problem drives the story, encourages creative problem solving and rewards choices in and out of character
A problem with only one solution is inherently a badly designed problem, because the scope for story, character development and problem solving is narrowed to a single "correct" point
You're describing a problem that depends entirely on a single solution
Its definitionally a badly designed problem from a game design perspective
AND entirely tangentially you wrote yourself into a corner as soon as the problem's one solution failed or became otherwise unavailable.

This would never happen to me because i make sure every problem has at least three solutions. All three critical party members would have to die in rapid succession
>>
>>98766564
you don’t have much choice when you have a million dollar merch line hanging in the balance.
>>
>>98766564
I make mine reroll until they fail
>>
>>98767292
The hero we need right now
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>>98768140
The DM also tried to kill the PC in an unfair way.
>>
>>98770475
He died anyway—sorry.
He went to hell, but alive; completely different.
>>
>>98766564
>i want to force a thing to happen
>but I also want to have a chance of it not happening
What is wrong with you?
>>
>>98772275
>have a chance of it not happening
He wants to maintain the illusion of that possibility.
>>
>>98770487
idk what this means
>>98771954
kek
>>
>>98766564
I enjoyed the first half (maybe two thirds) of the episode a lot, but there was a specific point where I realized Brennan was doing EVERYTHING to get a specific ending. I'll spoiler the latest episodes big thing.
Whether stabbed to death or "saved", Wick was in both scenarios going to up in the Pit with Tyranny, which took a lot of the fun out of it. Still some cool rolls
>>
>>98772548
I don’t know if his loosey goosey approach to the rules will work for a long form dramatic campaign. why create these unbalanced encounters and then give the players a bunch of illegal benefits to make it potentially winnable, instead of just making a balanced encounter in the first place?
I think at a certain point too many people will catch on to the fact that the stakes aren’t real because brennan is going to force the outcome he wants no matter what.
>>
>>98766564
As a DM that is not your job to write a cool plot with scripted events. That practically defeats the purpose of playing tabletop over a crpg.
>>
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>>98766564

The dice cooperate with my storyshitting more often that not.

EG I had a BBEG who had a fixation/fetish with amputation as a punishment for his minions or way to let enemies off with a warning. And when the players fought him at the finale he lost his right hand to a critical hit.

> let the players keep rolling until someone hits a nat 20

In general I don't let players spam rolls. Only the lead/dominant person rolls and everyone else is just assisting at best. Otherwise you'd get a situation where it's impossible to to ambush a group of soldiers because one guy is going to roll that 20 or its equivalent in other systems. In reality anyone who isn't an outrider/scout is probably going to get complacent.

Similarly, you don't get to just try again after failure unless circumstances have changed, like you someone giving you instructions to leave the maze or you buy a better tool set to open the mechanical chest or whatever.
>>
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>>98766564
No. I don't structure campaigns in such a way that something "has" to happen. If I were ever in such a position, I wouldn't have players roll though. I'd sooner come up with a narrative contrivance than treat my players like they're a rat in maze.
The only situation that's similar is, for example, a skill check where players theoretically have infinite time. In which case, the roll is more so how long it takes them to complete the task.
>>
>>98773780
The latest episode that aired this week. Campaign 4 Episode 37

>>98773713
I'm inclined to agree with you, since the lack of stakes is what I felt myself towards the end of the episode. But looking at the two main forums where people discuss critical role (as far as I know), the critical role and fansofcriticalrole subreddits respectively, it feels like a minority are catching on (more in the latter who are the crankier group. Admittedly it's always a small minority of the fanbase that posts, so you never know.

But yeah, in my experience if a campaign is deadly you don't need to fucking tell people it's deadly every five minutes, as a rule of thumb. Same way smart people don't tend to run their mouth about being smart typically.
>>
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>>98766564
Well, this is a dumb question and you seem to have a chip on your shoulder asking tha-
>it's about gay internet D&D show
Nigger, you're watching this shit intentionally to get mad, you're an even lower lifeform than the most slop-lapping retard. Reconsider your life right now, and by reconsider I mean reconsider whether you should continue living.
>>
>>98775517
critical role
>>98775821
I enjoy the show, and I enjoy discussing/criticizing the choices made by players/dms and by characters too. using an example from an actual play series to start a conversation about dm philosophy is no different than using an example from my own game to start such a conversation.
I understand why so many anons hate cr (it’s woke by any definition of the word), but I’ve been watching since 2015 and still enjoy it. I don’t hatewatch it and I promise you are madder about me watching it than I am.
my own games usually are much more rules as written than what brennan has been doing, especially in the most recent episode.
>>
>>98767292
amazing
>>
>>98766576
>i leave the dungeon
I bet you feel so smart yet that anon clearly said his campaign was an hexcrawl so you once you leave the dungeon you are just in the wilderness rolling random encounters each hex.
>>
>>98776536
>critical role
Why didn't you specify? Do you really think we all know what the fuck homoslop you watch?
>>
>>98775515
I agree. it’s one thing to do this kind of rule breaking stuff in the finale of a miniseries or the end of a oneshot where you have a limited time to get to a satisfying end point, but for an open ended campaign this level of railroading is going to start to seem more and more egregious even to the most die hard fans.
>>
>>98766564
Actually its the oposite. My dm often makes us keep rolling until we fail to keep us from doing something cool for some reason. When an action might take 1 roll, he likes to do 2 to fish for nat 1's for some reason.
>>
>>98778820
that’s just as bad as the opposite.
I hate when dms won’t let go of the story they wrote in their head (or their notes).
let the players’ choices and the dice rolls decide what happens.
>>
>>98766564
Why bother playing a game if you're not going to let the mechanics of the game mediate the experience? Look if faggoty theatre kids want to play their eternal toddlers-in-the-back-garden-tier Make Believe then have fun, but that's not roleplaying and those aren't games, it's just play-acting.
>>
>>98768331
>What does an unsolveable problem achieve? Nothing.
Legitimately awful thinking. If it's impossible to fail then there are no real stakes, and in fact
>the scope for story, character development, and problem solving
is wildly EXPANDED by an objectively failable scenario because how people(and thus, characters) respond to failure and its consequences is an incredibly rich narrative vein to tap.

I bet your games are boring as fuck you hugbox-designing loser.
>>
>>98776844
Because just like watching the show is their only exposure to TTRPGs, they think everyone else must be the same because they're low IQ and can't conceive of hypotheticals.
>>
>>98776844
Yes, you quite obviously do
>>
>>98782259
is there a difference between the type of failure that drives the narrative forward compellingly and failure that just means your pc dies and the bbeg wins? in other words, what exactly do you mean by failure?
>>
>>98776536
Critical Role is structured very differently from a real proper sit-down game. In all my years of gaming, I have never EVER told a player to roll for something if I had come into the game intending for a specific level of success to continue the events of the game. You only roll the dice when there's a reasonable margin for error expected as part of the normal proceedings game, not when you need someone to arbitrarily succeed nor fail. So, I don't really see why you're asking this question about other tables if you wanted to just make a Critical Role thread. They script their shit out ahead of time. Next to no other actual game ever needs to.
>>
>>98783697
NTA, but it's the difference between "Spider-Man died trying to stop the Green Goblin" and "Spider-Man stops the Green Goblin, but circumstances and an incredibly rare but crucial slip-up still resulted in his failure to save Gwen Stacy". Not every plan goes off perfectly without a hitch. Not every victory over the villain comes without zero cost.
>>
>>98783762
the anon I relied to was talking about
>an objectively failable scenario
not one where you succeed but at a cost.
>>
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>>98784497
"Objectively failable scenario"? What, like when the party arrives too late to have any effect on the villain's plan? Or when they challenge a lich for moral/personal reasons that is explicitly out of their capacity to fight, and die within the first few rounds due to how seriously outmatched they are?
>>
>>98784591
idk I was responding to an anon who said that.
>>
back to seekers this week
>>
>>98789955
checked and looking forward to it after the fuckery of the last couple eps
>>
I’ve been in games that were pretty much on rails, especially when playing through a published adventure book, and I’ve been in games that were totally open world sandboxes. brennan is far more on the rails that cr has been in the past.
>>
>>98773723
wrong. Every good game should have some video game logic cinematic cutscenes where rad shit happens
>>
>>98766564
In session zero, I make it very clear that the games at my table are collaborative in nature. A failed roll is equally an opportunity for roleplaying, as a success is. I don't run games with the intent of giving players a self insert power fantasy. Characters, including PC's, are a part of a story that has not yet been created. I run the background and the engine to make it possible, but it's the players that interpret how their success and failures create more story elements. With all that said, we don't do dnd. The system doesn't have critical success or failures.
>>
>>98795749
what game do you play?
>>
>>98796548
I've GMd many different games. Currently GMing a homebrew fantasy game. Before that it was Dragonsbane, and before that it was Kult: divinity lost.
>>
>>98796838
never heard of either of these.
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>>98795612
agreed but they should happen at the start of a story arc or something rather than the dm trying to force his own prewritten climax or ending.
>>
>>98796838
dragonbane is an osr type game right? is there something in particular that made you choose that one over the alternatives?
>>
>>98801097
>dragonbane is an osr type game right?
What? Did I mix the timelines again?
>>
>>98801767
idk that’s why I asked
>>
>>98782259
Way to not read what he wrote and work yourself up into a tizzy, anon
>>
>>98789955
>>98793769
four hours of talking in a tavern. while I like to see npcs actually push back against bad pc behavior, which matt rarely did, I still think this should’ve been half a session rather than the whole thing.
>>
>>98783729
it’s not unusual for a table that is running through a published adventure to be just as much on rails as critical role.
I agree with you about it being obviously bad dming to put information necessary for the campaign to progress behind a roll that could fail.
>>
>>98766568
based
>>
>>98766564
Did the general threads die out or what gives?
>>
>>98766564
I'd like to think this is bait but DnDrones are so retarded it's hard to tell.
>>
>>98801097
Yes, it's OSR. I mean, technically. I still have my original books from the 90's. It's very easy to mod to be more or less realistic, and the old version is even more so.
>>
>>98766564
Critical Role is staged theater using DND to provide moments of improv, but it is largely staged with set outcomes.
>>
>>98766564
Nope. Most players do not like when they fail however. You will run out of peolle to play with if you have consequences etc
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>>98812401
oh I see. I didn’t realize it was an actual old school game kek
>>
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>>98767628
He specifically said "dm", and afaik, D&D uses the d20 since the 90s, probably since before that.

Also, there are equivalents.
> WoD, Shadowrun and other basic dicepool systems
5+ successes.

> Fragged Empires
2+ Strong Hits on a successful roll

> Genesis
Critical or at least 1 success and 4 advantages.

> Cortex
Maxed d10 or any d12 for effect.

> DP9 or Blades in the dark
TN 7+ (base roll maxes out at 6)

... and so on, and so forth...
>>
>>98813766
The one from the 90's is. The English release is some kind of zombie hybrid where parts are similar but then not really. The Old version had supplement rules like the Warrior's Handbook, which expanded on the combat rules into a tactics game and introduced parallel systems for exhaustion and pain penalties. The new one is kind of bare bones.
>>
>>98766564
Sounds like a weak plot and a chore, desu. I work the other way around: a good/ wacky idea, a chance roll and a nat20 (or statistically equivalent) success WILL derail my plot.

> Star Wars game, KOTOR era
> MacGuffins are Krath-era giant gemstones gathering dark side force energy linked to the 7 deadly sins.
> Unrelated, use KOTOR inspired gems for guns and lightsabers.
> Unrelated, create Hematium, a metal that can channel/store the force so that the gem of Wrath has a philactery-bound specter protecting it.
> Players have Wrath with them.
> Sloth is on a derelict capital ship (space dungeon, really) lazily in orbit, in a cloud of minocks, spaceship parasites.
>Fukdat.jpg
> Force user + Tech Specialist wants to switch the gem (like their blasters) but wants to use the Force Gem MacGuffin.
> I tell them it's a different kind of energy.
> "What about Hematium?"

Their ship went to the -10 step on the Condition track, turret exploded with someone inside who ended up making an atmospheric re-entry unconscious in his super-heavy armor, lots of people ended-up with broken bones... but it did work. And woke up something. But they did one-shot the capital ship and minock nest.

Campaign switched after that. Had to deal with what was awoken.
>>
>>98811580
yeah in 24 or 25 I think
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>>98812550
it didn’t used to be. what a shame.
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>>98766564
I got this one player that constantly complains that it's unfair that I don't bail them out of situations where they risk something big and then fail the checks and have to face the consequences
>>
>>98812558
players like feeling that they are playing a game and that not everything they say or do has to be taken super seriously all the time. they like feeling free to goof off and have fun.
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>>98766564
My favorite part is when that one character died in the first fight so they had to come up with a plot contrivance to bring his soul back from the afterlife for no reason in the same session he died
>>
>>98820128
did you miss the part where the player wanted to play as an undead and the Dm said "cool, wanna have the moment you become undead on-screen?" and they went with exactly that?

Yeah no shit it worked, that was the entire idea behind it.
>>
>>98814281
sounds fun, anon. it always feels amazing as a player to see your choices directly affect the world of the game.
>>
>>98824089
Had a GM tell me once: "I'm merely the GM, who am I to decide what should happen next?".

Stuck with me. I'll never use the railroad again, but I will give you a map of roads you *might* pick.
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>>98817217
he’s a pussy. don’t take the risk if you can’t live with the results.
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>>98766584
kek I would say that improvising in the moment a connection to a pc backstory or some npc or faction or whatever is still a plot, just not a pre written one.
>>
>>98824321
great line, and exactly the way I think about dming too



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