Results 31 to 39 of 39
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2018-07-11, 06:05 PM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Strapped to the DM chair.
- Gender
Re: Building a no win situation with purpose
The players just learned about the Feast of Stags, they're already concerned about the ramifications of the baddie completing the artifact. They've come up with a great idea that the villain is going to use the Feast of Stags to resurrect Malar.
Sigreid and Lunali...I can't thank you both enough for this point..and that wonderful comic. It's also one of the things that annoys me about that threat in comics/movies.~I have never met a man so ignorant I could learn nothing from him~ Galileo
My Homebrew Class: Bard College of Etymology
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2018-07-11, 06:25 PM (ISO 8601)
- Join Date
- Oct 2014
Re: Building a no win situation with purpose
Random thought: generally I'm not a fan of railroading or "forced lose" scenarios--I'd rather just come up with a villainous "give it to me or die" monologue and save it for a spot when the PCs are naturally in hot water. I.e. I'd rather use it as a deus ex machina rescue instead of a forced loss. Also, I don't think "I'm going to kill some random urchin you've never met" is a credible threat for scaring PCs into giving up an important artifact, because the PCs perfectly well that that threat can be reused against them at any time by practically anybody, and they'll know that setting a precedent would be bad.
However, it sure would be amusing to DM a scenario where the PCs don't know what the MacGuffin is or what the stakes are. "Give me that green spoon you found in an abandoned hut last week or a random urchin dies" is a pretty good way of calling attention to the important of the MacGuffin in the first place, especially if the random urchin is right there in front of you looking scared. Do you let the urchin die for the sake of the green spoon that you didn't even think was important until just now? Do you give up the green spoon to save his life (and have him become a friendly NPC/henchman) when you don't know what the bad guy is going to do with it?
I think both choices are defensible and interesting, and to me that signals that it might be fun event to throw at the players, just to watch them squirm.
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2018-07-11, 06:45 PM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Strapped to the DM chair.
- Gender
Re: Building a no win situation with purpose
Generally I'm not one to use this either, I'd rather let the players paint their way into a corner or just let pieces fall into place to further along a story. However, in this particular instance, the players have not done anything to further their part in the story so I am simply making the villain proceed as he would normally.
The players do not know the actual power of the artifact, so your idea has some merit. I can definitely try to put this spin on the whole scenario.~I have never met a man so ignorant I could learn nothing from him~ Galileo
My Homebrew Class: Bard College of Etymology
Dragons in the Dining Room (D&D Twitch Stream):
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2018-07-11, 08:09 PM (ISO 8601)
- Join Date
- Jul 2013
Re: Building a no win situation with purpose
PC's get the call that the BBEG has kidnapped a princess. BBEG happens to be the ruler of a nearby sovereign nation, so technically getting her back could be an international incident.
PC's go in and find out that the princess went willingly with the BBEG, who is now infuriated that the PC's violated his national sovereignty and now threatens war against his neighbor for this. PC's must now choose how to become involved in this conflict.78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a mountain after a cave-in.
MY STATS OFF THE ELITE ARRAY:
Str: 14 Dex: 8 Con: 12 Int: 15 Wis: 10 Cha: 11
Please critique my 5e Beguiler Wizard subclass!
https://forums.giantitp.com/showthre...izard-Subclass
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2018-07-11, 09:48 PM (ISO 8601)
- Join Date
- Aug 2014
Re: Building a no win situation with purpose
Okay, so, first off: never make no-win scenarios. DMs shouldn't be deciding the outcome before it happens. Concentrate on an ultimatum, the stakes, and some possible outcomes. You might tip the scales in a direction, but if you're not having outcomes follow from player action then you're making a mistake.
Second: If you want emotional content, it has to be earned. You can't just say "give the bad guy the win or a little girl dies" or something along those lines, and expect anyone to be anything other than annoyed. According to you, they've already beaten the guy at every turn like some Saturday morning cartoon villain; why wouldn't they just be able to thwart him again? He will need to display a greater level of precision or competence than previously.
Maybe the villain has learned about NPCs the party cares about. Maybe he's learned about another quest the party is on, and has found an opportunity to thwart them when they're vulnerable. Or maybe he just now has greater power, because his desperation has led him to make more sinister alliances (and maybe these have even come at great cost to himself). Whatever the case is, he has to show some kind of credible growth as a character. And, the villain's actions should be directly related to PC goals and motivations. Don't make the person at risk just any child; make it a blood relation to a PC, or an important NPC. Don't have repercussions in just any town or city; make it at Home Base. And so forth.
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2018-07-11, 11:20 PM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Strapped to the DM chair.
- Gender
Re: Building a no win situation with purpose
Never too late for input, I have at least a month or so before this is going to come to pass. You've given a lot of information and yea, I plan on putting a little of many of these ideas into the final plan. I will be posting the rough draft to see what ya'll think too.
Part 1: I'm not going to dictate the outcome, I do not want to take agency away from my players. I want to create a situation where no matter the decision they make they feel heavy-hearted after the fact. I won't force my players' hands, and that's why I like the ideas you've all given me, they help me figure out what may happen from different scenarios.
Part 2: Emotional content is earned, very very important point and not missed by me. I agree that there is going to be some need to present the villain as having "grown" from his past mistakes, I appreciate that input.
Part 3: Here I have a bit of a problem, but it's not so much in your approach as making the idea a reality, but that's due to the progression of my players. They don't have much of a home base, more of locations that they've found warm welcome in. I am rather drawn to the idea of giving part of himself up to become more powerful, that could be something that I can tie in to other things happening in the world and tangentially to him.
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To all the playgrounders, you've all given me much to think about and play with, keep it coming!~I have never met a man so ignorant I could learn nothing from him~ Galileo
My Homebrew Class: Bard College of Etymology
Dragons in the Dining Room (D&D Twitch Stream):
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2018-07-12, 05:30 AM (ISO 8601)
- Join Date
- Oct 2015
Re: Building a no win situation with purpose
Possibility:
If you want a proper Xanthar's Gambit style situation, have the villain leak a false way to destroy the Artefact.
Which will actually create it, giving them a last opportunity to launch a final attack and co-opt the ritual, or, if they fail, have a PC ascend and take on Malar's Mantle, in effect giving the honour to the superior hunter.
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2018-07-13, 08:55 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Strapped to the DM chair.
- Gender
Re: Building a no win situation with purpose
So here's the plan, tentatively, based on the feedback you all have given me:
Leadin:
The players are entering a major Dwarven city, Ironhaven where an event is being held that has people from all over the continent coming to attend. They've already seen Elves, Humans, and Halflings showing up by large caravans. They are escorting a caravan from the capital city of the humans, Whitebridge, to Ironhaven. This gives the opening for the villain to create mischief.
Setup:
One of the players is excited at the prospect of meeting her long lost friend and childhood crush when they reach Ironhaven. I'm going to have this friend on the fence about joining ranks with the villain's circle. He'll express a task he's been given, retrieving the missing artifact piece, and talk at length about how it's going to be used to save people. I know the players will react to this, and depending on the reaction I'll have this friend ask one of two questions: can I have the piece, or can I have your help bringing this piece where it needs to go.
Ending:
Either direction this heads the players will learn that this friend has been duped by the circle. If the friend gets the piece, they'll start to see the results of the finished artifact, cities attacked, outposts being razed, etc. If the friend joins the group, they'll be witness to the exchange and have the classic cinematic moment where they hear the monologue of the villain as they see the final piece being put into place. When the artifact is finished, there is a test of power, the friend is turned into a lycanthrope and attacks the party, allowing the villain to escape.
Again this is just a rough idea, so I'm up for adjustments.~I have never met a man so ignorant I could learn nothing from him~ Galileo
My Homebrew Class: Bard College of Etymology
Dragons in the Dining Room (D&D Twitch Stream):
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2018-07-13, 09:07 AM (ISO 8601)
- Join Date
- Mar 2006
Re: Building a no win situation with purpose
Don’t contrive a “no-win scenario”. Let them, with full knowledge of the consequences, put themselves into an incredibly dangerous situation that is stacked against them. If they succeed- great! They won the day through clever thinking and their characters strength. If they fail, they are aware of the consequences and have to choose to accept them or to give up [thingy].