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12:48 AM
brb making new Fate character:
Pretty cow ladies for @jinash!!!!
 
Lol
You would too
 
I never wouldn't.
 
That's just silly
Obviously you wouldn't if you found something better
You would do that instead
I never wouldn't is a silly phrase
 
Her name is Delilah Kerry.
 
I see no issues
 
1:04 AM
> Concept: Small-town cow with big dreams
Gardener +3: My flowers bring all the butterflies to the yard
Bachelorette +2: Gotta grab the bull by the horns
Cow +1: Even-tempered milk maid
> Outstanding in her field. You have +2 to create advantages related to pastures.
 
user15026
giggles
 
user15026
This is excellent
 
> A good neighbour. You have excellent insurance. Once per adventure you can remove a consequence relating to property damage.
 
@BESW lulz XD
 
I got the free humble bundle game without realizing I already had it. Steam key of "The Flame in the Flood" for whoever: 9K8DT-X6MM0-7ZMGV
 
1:17 AM
> Chewing cud. You have +2 when resisting boredom. Also when taking any Careful action which is purely mental, you can increase the roll's success by one step if you double the time it takes to accomplish (you may double it further to further increase the level of success).
(For those scoring along at home, "Outstanding in her field" just gives +2 because it's very broad and a creative player can make the +2 relephant pretty often; "Chewing Cud" gets an extra effect because the +2 is narrowly defined and is likely to not come up at all in any given adventure.)
 
It needs at least one udder joke
 
....I've already got a milkshake reference.
 
@BESW lol milk maid
How silly
 
I guess that's two udder jokes.
 
So her dating tactics seem to be,... Agressive
Lol
@BESW also, pun overload
Wouldn't have it any other way
 
1:34 AM
> Hoof it. When you use the overcome action to move between zones Forcefully, you may add one additional zone to the total number you can travel.
 
I take it back, you never wouldn't
 
> Big tipper. Once per session you can get a favor from someone in the service industry, like being seated in a fully booked restaurant without a reservation.
 
Stahp XD
 
> Say "cheese!" You have +2 when Flashily taking photographs.
 
trogdor.exe has temporarily suspended services
I wish her name was Gerta, so I could say "yougurta get out a there"
I am the worst, prizes for me now
 
1:44 AM
How do you do the indentation thing
 
user15026
This is all delightful
 
@MikeQ Use > and a space, then type what you want.
 
> blah blah indent
Lol
It doesn't help if you chant that but I am still gonna do it
 
 
6 hours later…
7:42 AM
@KorvinStarmast Yep, I'm rather annoyed by the persistent narrative where Germans and Soviets represent quality vs quantity in their extremes
(in WWII)
 
 
3 hours later…
11:03 AM
Morning Nerds
 
@goodguy5 hello
 
:wave:
 
I quite like that question about the crossbow bolt and ranged legeredmain.
That's one of those things that works once at the table because "+1 for creative thinking"
 
11:57 AM
Afternoon :)
Anyone writing an answer to the double disguise self question already?
 
12:15 PM
not I
 
Hmm, wrote most of one, but might bail out.
 
There are plenty of resources on the Olympian Gods, but do any of them answer the question, "How would I fare in a fistfight against this guy?" I got u, bb SHOULD YOU FIGHT: GREEK #GODS EDITION #FolkloreThursday picture citations at end
Thread is worth clicking through
ARES: God of war. I know you're thinking, "Don't fight the literal god of war." Wrong. Ares is extremely dumb, so just goad him into charging, side-step & let him run off a cliff or something. He's basically Wile E. Coyote, you absolutely must fight him. Video if possible.
 
12:37 PM
@goodguy5 yeah
 
@SPavel that was great, thank you. :D
 
@doppelgreener You are welcome, that will be 5 dollars
 
@SPavel here are five bison dollars.
 
@doppelgreener Oh boy, 25 British pounds!
 
1:02 PM
The eagle is doing some construction work
 
1:12 PM
@KorvinStarmast I completely agree with your assessment in this question but I think maybe calling it a "sloppily written question" might be a bit too much. I agree that it was very sloppy but maybe OP is just bad at English/writing or something? It's their first question.
 
I saw that and edited that part out, I agree.
 
Oh man I was about to say the exact same thing
 
This seems like a duplicate, there's no way we don't have a question like this
 
@SPavel Completely agree.
I haven't found it yet though.
 
We have this but it's closed
 
1:16 PM
The real question at the core seems to be "how do I, as a DM, treat situations where the table is not sure of the rules"
 
These are so hard because each case has so many variables it can often be close but not really the same.
 
Korvin's got the gist of it, though - if the players won't accept the DM's rulings, they should stop playing
 
For sure.
You either accept the social contract at the table or move on.
 
Well, the social contract is malleable...before the game begins
 
That is true and especially with a new or not assertive DM it can be unclear what the expectation is.
 
1:22 PM
Nothing wrong with saying "I am unhappy with the way we are currently playing, but I want to keep playing. Can we agree that _________________ and do that from now on?"
 
Social contracts are malleable during play too. ☝️
2
 
But then others can say no, we like this, too bad
 
Stuff will come up that needs re-assessing at the time of it coming up, not later or never.
 
For sure
 
@SPavel Hopefully they're bearing in mind the fun and comfort of their fellow player if they're interested in maintaining a relationship with that person.
 
1:25 PM
I confess that I have been somewhat close to the player as described here a few years ago when we started playing and I knew the rules better than the DM by far.
 
I've always been the one to know the rules in my games.
Whether as a player, or the GM, they usually turn to me when there is some confusion (and there always is)
 
It took me a long time to find the right balance between correcting or informing the DM of a rule they didn't know about and being a punk rules lawyer unintentionally usurping DM authority.
 
@Rubiksmoose it's so hard
 
Yeah now that it pretty much the dynamic we have. The DM and everyone just openly asks me if there's unclarity. And obviously in cases of ambiguity I just say "your call DM".
 
@doppelgreener Any group dynamic needs to accommodate dissent without capitulating to it
 
1:28 PM
I just set the expectation.

"Look. I'm going to say what the rule is in the book. Whatever you do with that information is up to you.
 
@goodguy5 right on. That is pretty much the tone I take now, but even those I have reduced a lot if I think the ruling is fair and/or fun and there's no reason to correct them.
 
@SPavel I'm guessing we're talking about different kinds of groups and dissent, since I've got in mind friends sitting around a table and one saying "Please don't decide my paladin's backstory for me, I'm interested in establishing that myself so ask me about it instead." or something.
That's a social contract renegotiation to happen on the spot.
 
@Sdjz OK, I accept that criticism as fair. The comment now doesn't say that.
 
@doppelgreener That scenario is far too cut and dry for my taste
 
@SPavel Thanks for your comment, I folded that in.
 
1:32 PM
I'm talking about scenarios more like the one in the question: the thing the group wants to do that they consider to be fun is considered by one player to be detrimental to the fun. What are that player's rights in dissenting against that thing?
Certainly the player ought to have some, but the consensus of the whole group is obviously more valuable, though by how much?
The group can neither say "suck it up, buttercup" nor fold under the one player's demands.
 
Last time I faced that situation it was with a group of friends who had mutually exclusive tastes in genres so we just did something else entirely, and three of us tried out a thing where we aligned.
 
@doppelgreener I am going to make the guess that the question is dealing with some teenagers, and the social dynamics of a peer to peer situation. I bit back my desire to reply "go find an adult to be your DM" because I don't think it solves anything, and also because (unfortunately) some of the adults I have played with are as bad about that sort of back biting as was described in the question.
 
So I'm not sure I have a good answer to that, and I'll check on the question so I'm across the context.
Thank you for biting back on saying that, yeah.
 
@doppelgreener That is one way to handle dissent: "we, as friends, will do another friends activity that we all enjoy, and then we will also do the other thing that a subset of us enjoys"
 
@doppelgreener The temptation was nearly overpowering .... get up to grab coffee
 
1:36 PM
@doppelgreener that sounds reasonable. Did it work?
 
Naturally, that solution comes with a very high cost if we are talking about things like playing 2 separate games.
Because that's ~4 hours a week dedicated (partly or wholly) to placating a group member.
 
@Helwar yep
 
I think most solutions will not go that far.
 
@doppelgreener it might be a way to reconcile murder-hobos with rp-divas. Do NOTHING of the sort, instead play Taxes & Ledgers!?
 
1:40 PM
Speaking of tokens
Lords of Waterdeep is surprisingly fun
The only D&D-based game where WotC admits that wizards and clerics are worth more than fighters and rogues
 
@SPavel I know the Lords of Waterdeep, the ruling faction in the city.... But you use it here as the name of a game?
 
@Helwar It's a board game
 
@SPavel will look at it
 
I've heard good things about it. My group has a copy but we haven;t played yet.
 
Each player, one after the other, assigns a number of action tokens to action spaces, which lets them build buildings, recruit adventurers, earn money, play Intrigue cards, or gain Quests. They can use money and adventurers to complete Quests, which give points and can also give the player powerful abilities.
Each action space can only be used 1/round, so there's strategy in blocking opponents while still trying to complete your quests.
 
1:51 PM
Sounds good
 
The connection to Forgotten Realms is fairly tenuous beyond the names for things
 
Hmm, a new user has just 'rephrased' his unanswerable question into an entirely unrelated and very different question. Not sure sure if this necessitates much moderater attention. But, at the least, any comments posted are now incomprehensible as they don't relate in any way to the current question.
 
2:06 PM
@SPavel I've never played any of the D&D board games. Judging by covers they've just seemed like WotC saying "X is a popular board game, let's re-skin it with our PI and sell it for $100."
But maybe I'm wrong? Do they stand on their own merits as board games?
 
@nitsua60 Lords of Waterdeep is not a reskin, it's its own thing
Not "D&D Monopoly" or whatever
 
@nitsua60 Lords of Waterdeep, in particular is a genuinely good game. The game mechanic of 'Worker Placement' it's based around wasn't enitrely original, but it was fairly new and it was an entirely original implementation of it.
@nitsua60 It was very positively received by many boardgame hobbyists with no interest in D&D or RPGs.
 
@SPavel "re-skin" may be too harsh. I guess I look at something like that and thing "oh, a worker placement game. There are lots of good worker placement games, why should I pay for one and pay for this brand?"
@Tiggerous That's good to hear, though. May have to check it out.
 
@nitsua60 Don't get me wrong, it's not my favourite Worker Placement game (Agricola), but Worker Placement is one of my favourite mechanics, and this really filled a niche of more accessible worker placement in a different way to any existung games when it was first released. Since then that market has got a little more saturated, but everyone I've taught it to has enjoyed it, and none of those people, that I can think of, had an existing fondness for DnD to draw upon.
 
I wouldn't characterize LoW as worker placement, though it does have that mechanic
 
2:15 PM
@SPavel It's not just Worker Placement (It's also Set Collection) but it is Worker Placement according to the conventional definition.
 
@Tiggerous I guess by that definition yes, though IMO to be a worker placement game, the game should center on the workers and even have a way of making more workers (like the example given, Stone Age)
 
@SPavel (Stone Age is a good game too!)
@SPavel There are a couple of ways to get extra workers in LoW, but you're right it's not a key focus, like it is in some other games of the genre.
 
@Tiggerous Beyond "have fewer players" and "reach round 5" I don't think there are any
 
@SPavel There are two methods on top of that. One of the Warfare quests let's you permenantly recruit an extra worker (called the Lieutenant), and one of the player built buildings gives you an extra worker (the Ambassador) who plays before anyone else at the beginning of the next round.
 
hellu :D
 
2:30 PM
@Tiggerous Interesting, I haven't encountered either of those yet. Those seem quite powerful!
My coup de grace last time was completing the "take 3 of your workers back to your tavern" quest at the end of the round, when my workers were occupying my powerful buildings
 
@SPavel Well the Lieutenant is very powerful, but it's a very expensive quest with no other reward, so it's really a matter of if you can complete it early enough in the game to get enough benefit from it to outweigh the cost.
 
Could anyone help me out with a quick issue on DnD 5th edition that does likely not warrant a full-blown question (or might even already have been asked on the main but I couldn't find it)?
 
@dot_Sp0T Not until you tell us what the issue is.
 
@dot_Sp0T hit us with it and we'll do our best :)
 
@SPavel The Ambassador can be used by a different player each round, but can be lucrative for the person that built the building, as a consequence of that.
@SPavel That's a nice power play :).
 
2:34 PM
@Tiggerous I was also lucky enough to draw the "2 gold and take the first turn token" card and then the "activate a space occupied by an enemy" card, allowing me to claim the first turn token early & keep it two times when it was challenged
I did eventually lose it, but it allowed me to build 4 buildings (and shed 4 corruption with my Plot quest that placed corruption off my tavern and onto tiles when I built buildings)
The first tile I corrupted was the "draw intrigue and take the first turn token" action
 
I shall: I've got an adventure that says my players could *spot the hidden monsters* by passing a Perception DC of 10. I am stumbled as any adventurer will already have a passive perception of *at least* 10 - so anyone should see them without having to pass an active check (unless they got 9 or less WIS that is)...

Assuming that is a mistake on the adventure's side, what would be a proper Perception DC for hiding a group of rats in a *very dark cellar*, behind barells and such?
 
@dot_Sp0T Perhaps the rats are chittering, so even a blind person could hear them
But it would not be enough to pinpoint any
 
Sadly the adventure is proposing a surprise round should none of the party-members pass the DC, which is why the 10 seems weird to me :/
 
That is indeed quite odd
Does the adventure have any errata online?
 
I was thinking about raising it to 14 or 15 instead; respectively 12 for anyone with darkvision/a torch
@SPavel not that I know of, it's a 1st level adventure made by Winghorn Press: A Most Potent Brew
 
2:44 PM
@dot_Sp0T you could impose disadvatage to the passive check which would make it a -5 because of the darkness.
That would effectively raise the DC and you wouldn;t have to change anything
 
@Rubiksmoose that is a way better idea than raising the DC indeed!
 
assuming, of course, that darkness and other factors would legitimately impose a disadvantage condition on them.
If any have darkvision for example it might not be the case.
And even if some pass some will be surprised.
 
I'll probably have either all or none of them surprised as they're a new group
 
@dot_Sp0T I mean there is no reason why only a subsection could not be surprised.
The only thing that changes is that some people won't be able to act which seems like a good thing to learn about surprise and a good advantage to those with the abilities that allowed them not to be surprised. But that is your call.
 
I mean, I'll allow anyone spotting the rats to warn the others before they are attacked - if nobody wants to shout/warn then indeed some will be surprised
 
2:50 PM
It's rats in a cellar, nobody should be surprised :P
Now if there were no rats, that would be surprising
 
but that's meta-gaming again ;)
 
Eh, metagaming is overused as a term of derision
 
it depends on the theme and expectation at your table
 
If your plot is so cliched that even newbie players know what will happen, it's not metagaming
"Rats infest cellars" may very well be common knowledge in the game world
 
oh. pavel updated his icon
 
3:01 PM
@goodguy5 No, I just got verified
 
@SPavel I'm like 95% sure you're joking....
 
@goodguy5 But can you take the risk of being wrong and disrespecting a verified user
 
yes
I am 100% sure of that
anyway, off to go for a hike. ta ta
cuttin out of work early ^_^
 
@goodguy5 Work is cutting off your ta-tas? That's a little harsh
 
3:20 PM
@SPavel This is very true too
 
3:42 PM
I'm thinking of making my 4e campaign a more West Marches -style as opposed to the MMORP-esque thing I was originally planning
But I'd sort of like to keep the "clear rewards" -thing so players can pick their quests strategically
 
Implying that players would do anything strategically
 
@SPavel They might, assuming a GM who gives them an option to do so ;)
 
@SPavel Implying that humans aren't perfect logical machines in a vacuum
 
@kviiri Easy, just design your quests and plotlines so that they can happen in parallel
 
@MikeQ Yeah, my original plan was something like "choose one from these X quests" with the players knowing the main reward for each of the quests (of course some lesser loot would also be found). But one of my players is a fan-ish of West Marches gameplay which is somewhat foreign to me, and expressed a desire to always have a "n+1"th option to "do something else".
The players pick a quest and complete it, the other quests "escalate" into more dire ones and new ones unlock, rinse and repeat until the BBEG is down.
 
JAD
3:52 PM
do something else sounds like it forces the GM to improvise
 
Either I'm misinterpreting this, or there is a contradiction
the n+1^th thing is also a "quest" in a sense that it's something the party can do and may have some outcome
 
JAD
reads to me like it's a quest that isn't handed to them on a platter
 
@JAD If I've understood correctly, the West Marches thing is that the players decide what they're going to do between sessions (or at the end of the previous session) so the GM has the time to prep it
 
JAD
ah
that's better :P
 
@kviiri I never played a West Marches campaign...do you have to plan every quest so it can be solved in one session? If not, pcs just "disapear" or "appear" out of thin air if next day there are not the same players?
 
3:55 PM
@MikeQ Sure, but it can't be a part of the selection so it sort of plays against the strategic-ish quest element
@Helwar Yeah about that, our party is going to be constant so... I'm not sure how true that is to the original concept
 
JAD
big drawback of picking the something else option, is that it excalates all the other quests
or at least, the gm could make that a drawback
 
Well, if they want to come up with things to do instead of completing my premade quests, then I don't want to punish it
 
JAD
I guess that depends on how you view quests
do the quests exist if they don't take them?
if a damsel in distress gets chopped down in the wood, but nobody is there to hear it, does she still die?
 
While the whole "part RPG, part strategy" appeal of building a resource base and gathering loot by picking one's quests according to what the party wants and needs appeals to me greatly, it might not appeal as much to my players in practice. Heck, even I might wind up not liking it :P
 
@kviiri Then don't present them with all n+1 options. Present them with a subset, and then use vague statements to describe everything else
 
3:58 PM
@MikeQ Aaah, illusion of free will. The best kind of free will .)
 
there is always the old switcheroo: I planned for this wizard tower. Instead, they want to go to the dungeon of the evil overlorld. thats just the wizard tower but inverted and refluffed, but they'll never know.
 
That works, yep
 
"You can go to the goblin camp, or investigate those ruins, or explore that mysterious pit. Or, you could wander around town and see what happens"
and then you have a list of "quests" that could occur in town - and they can be REALLY abstract, like you write up some NPCs and their motives, and leave it open-ended to see how the PCs interact
 
JAD
@MikeQ like getting mugged by goblins, a mysterious pit opening in the market square etc :P
 
@Helwar Well, if they would know in this case because a large part of the campaign concept is that each quest improves the world in some rather specific way and there's one particularly good piece of loot or other reward waiting at the end
 
3:59 PM
@Helwar If I can turn a giant spider infested dungeon into an easter bunny inhabited forest, you can do anything.
 
JAD
@MikeQ that doesn't really seem to match this description though: chat.stackexchange.com/transcript/message/44550770#44550770
 
@GreySage haha
 
Eg. "after you help Jimmy the Art dealer he'll buy magical items up to 5000gp from you"
 
JAD
seems like what you describe is a way to start a quest at the start of a session
 
@JAD Not exactly, but I was assuming that the GM has already prepared the town and its NPCs and other features
 
4:02 PM
The basic concept of the campaign is that the players'll be helping a struggling resistance movement get their ranks together against a malicious spirit that's all but over overtaken their island and seeks to expand their evil regime to the whole world afterwards.
So I'm aiming for each quest to have both a concrete reward (eg. +2 holy symbol of happiness) and a "how-this-helps-the-resistance" which also includes something concrete for the party (eg. access to a service).
 
JAD
hmm, and they're forced between different quests for different benefits?
 
@kviiri For the "do something else" side quests, you could consider abstract rewards like information, whether it's a tactical hint or some story revelation
 
@JAD Yeah. Basically I want to offer them more agency in terms of items and services they want this way
 
JAD
One thing is still unclear, does 'something else' here mean 'we go look somewhere else for quests', or 'we don't want to do those quests, we want to go do/kill/explore X instead'?
 
@JAD I guess most likely the latter
 
JAD
4:06 PM
then you could ask them 'and how will this benefit the resistance?'
see if they can think of something
and I guess it doesn't really have to offer something big. That's the cost of making their own plans I guess
 
how do i make a spoiler box?
 
JAD
>! text iirc
 
ty
 
4:22 PM
@JAD Not all side-quests have to be combat related. Example: If "do something else" means spending the day shopping in town, then maybe the PCs learn that about some problem from the blacksmith. If they resolve it (using skills, roleplay, or just spending time), the blacksmith may give them a discount in the future.
 
That's usually a popular sidequest in my games. "I need a favor that only someone like you can handle for me..."
 
JAD
@MikeQ eh, I was jokingly mentioning ways those three quests you listed as choices would still be relevant :P
 
My players had a blacksmith quest which they assumed would be 'kill some monsters and gain favor with me'. What they instead had was a quest to inspect the two iron sources the blacksmith did business with, discover why there's been so many quality issues as of late, and after the facts were gathered, get them to BOTH stop sabotaging the other iron mine's supply.
Expected: Monster slaying. Received: Disrupting nasty business competition that was resulting in poor quality goods for everyone.
 
@Maximillian Brilliant! Even if it doesn't immediately further the campaign's apparent plot, as long as the players enjoy it and it's not disruptive, then it's good.
 
The party got a small gold compensation, but they got a permanent 15% discount on crafting orders and already-made goods.
The players were expecting a cookie cutter good/evil game of monsters, door bashing, and treasure. They did not expect to have talk two groups down, play detective, and broker talks to resolve conflict. They're not particularly good at it. But sometimes heroes have to do things a bit out of element.
 
4:28 PM
If I want to slow down the level progression for my players without having to tell them could I just make more encounters have multiple creatures (dnd 5e, considering how XP budget changes with numbers)
 
Though as DM I always end up having to take a sidequest character and flesh them out, because there's always at least one PC who gets way too interested to know more, and I'm loathe to reveal "I just made this guy up on the spot and don't have a lot of detail."
 
@Maximillian Yep, I do that to my GMs a lot :D
I suggest pregenning a list of NPCs for each place, but just like 1. Name 2. Profession 3. A distinguishing fact
and then fill in everything else on-the-spot
 
I fallback on tools like AEG's old 'Ultimate Toolbox' which has a few hundred pages of d20 lists of random descriptors, people, places, monsters, and things.
 
@Maximillian Also, kudos for adding noncombat challenges. Too many GMs assume that since the system is focused on combat and dungeon crawls, then their games must exclusively consist of those elements.
 
@DavidCoffron I don't know that much about how 5e budgets xp but I will tell you from my experience if you just add up how much they would get then remove a percentage based on how much you want to slow progression it is highly unlikely that any of them will notice or question your math. Unless you are playing a campaign they have done before then they might notice the slowdown.
 
4:37 PM
They really would have liked to have killed one of the two iron mine companies and be done with it but having a PALADIN in the party in earshot when the rogue mutters tends to help keep that from happening.
I pay out XP for resolving encounters non-violently. If they resolve a planned combat non-violently, it is sometimes a prorated amount of XP instead of the full amount, but enough to compensate the effort they put in.
Kill the baddy now, get the whole thing. Get him to leave without fighting, I'll give you half, because you better believe he's coming back later with more resources.
 
@Maximillian What about persuading the baddy to join forces with the PCs or to reconsider their bad ways
 
Then that's more of a Loki scenario.
 
JAD
I guess the outcome matters
if the baddy is dead, he won't (likely) come back. If he joined forces, he won't either (at least not as baddy)
in other words, is the baddy problem solved or sidetracked?
 
Once or twice I've had to pause a session halfway through. "Alright so you guys did something major that I didn't account for and I have no material to proceed from here." Which results from doing things like converting the big-bad.
 
@Maximillian End the session early. I've done it before, the players were very understanding.
 
4:42 PM
I'll let my players try just about anything, I just caution them that we can end early if they do anything too crazy.
Also never have your big bad try to deliver a villainous speech in the start of your story with veteran players. "Yeah I have a bow and these three bought crossbows."
"Well now he's dead and we don't have a story."
"Hurray, we saved the guild!"
"Well yes but now you have no quest."
"Oh. Hmmm."
 
Oh I have many notes on the art of How to Introduce the Big Bad
 
"Did he have a henchman or gang? Maybe we could go clear out the rest?"
From now on my big-bads will send a messenger from the next nation over.
 
Yeah you can't rely on cinematic logic and assume that BBEG is protected via cutscene
 
Yeah I am going through ToA and when we got summoned to the Yuan-ti boss in the lost city, we just told him we wanted to stop the death curse and had no beef with him so we basically skipped an entire chapter of the book in one non combat encounter.
 
You can, but only if your players buy in on story-telling and scenebuilding.
 
4:46 PM
> "Hi, my name is Steve and I'm a Big Bad."
> (chorus) "Hello, Steve."
 
> "It's been five months since my last villainous monologue."
> [mild applause]
 
@yuuki great finding nemo reference
 
The Finding Nemo scene was an AA (Alcoholics Anonymous) reference.
 
Also if you ever have a player who works in supply chain management, be prepared for a group that plans not to address the big bad, but cut off any and all resources he may be harvesting and having carted to his fortress.
 
4:48 PM
@Maximillian I'd count that as addressing the big bad. Just indirectly and without combat.
 
My players are not allowed to: Introduce the idea of democracy/representative government to peasants under feudalism or similar cultures. My party cannot introduce the concept of union representation to working classes. (Guildship is fine.)
 
Oh, It is basically the shark scene from finding nemo too.
 
@MikeQ Oh it's fine, just one of those "I did not expect this." moments as DM.
I had a map of the fort and plans for them to fight their way in. Instead they more or less laid siege to the place.
 
@Duck Yes, both scenes are based on alcoholics anonymous meeting format
 
JAD
@MikeQ but is it a permanent solution?
 
4:50 PM
@JAD Probably not. Depends on whether the BBEG has unlimited time and access to other resources. And even if they don't, they may still come after the PCs for revenge. And from a GM perspective, that's okay!
 
I tripped up a gm once in rifts by sneaking into a base and putting rocks in the intakes of their samas' and sky cycles then setting off the alarm, so when the soldiers responded they blew up all of their power armor.
 
JAD
I guess it depends on what the resources are exactly and if he still has goons left to wrestle back control
 
 
1 hour later…
5:55 PM
@Maximillian We're gonna put sanctions on North Cantonia, sanctions so tremendous they'll have to give up their world-eater program.
 
6:08 PM
hey @khaos! hows that samurai coming along?
 
I'm sure it's pretty khaotic.
 
I don't know what a chaos samurai would be, but it sounds awesome.
I'm adding it to my list of potential supervillain names.
 
@Rubiksmoose If they belong to an organization, it should be called the Order of Disorder
 
@MikeQ XD The Anarchy Club
But I legit like that and I have written it down.
 
@MikeQ Or the Disorder Of Villainous Men And Women And Members Of Other Races Although You Would Think That In A Fantasy Setting The Words "Man" And "Woman" Would Be Race-Agnostic And Refer Solely To Gender.
 
6:13 PM
@Yuuki Bit of a mouthful. Doesn't really roll off the tongue does it?
 
@Rubiksmoose You could just call it the DOVMAWAMOORAYWTTIAFSTWMAWWBRAARSTG.
 
@Yuuki Well... its an improvement! I'm afraid to say it though lest I wake some evil draconic terror.
(it definitely looks like something that would have been written in Skyrim or something)
 
The "dove-maw-moo-ray-what-ya-fist-maw-bra-stig".
 
6:29 PM
@Yuuki I imagine the "We don't speak of them by name." cliche is appropriate
 
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