Page 361 - The Pony Who Cried Wolf

9th Nov 2013, 6:00 AM
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The Pony Who Cried Wolf
Average Rating: 5 (3 votes)
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Author Notes:

Newbiespud 9th Nov 2013, 6:00 AM edit delete
Newbiespud
In a tabletop game, differentiating between different types of suspicious behavior is important. And impossible.

More often than not, the telltale signs of trouble get completely overlooked by the players as standard operating procedure, and otherwise pointless new details get flagged as clear signs of a doppelganger and/or mind control.

It happened to me once. I and another player spent a good 45 minutes working to secretly tie up and interrogate our ship's captain, only to find out (after blowing a couple of our most powerful social Daily powers) that his self-consciousness and slightly off appearance was due to a minor illusion enchantment he'd picked up in town to hide a few gray hairs. It was highly embarrassing.

39 Comments:

Digo 9th Nov 2013, 6:05 AM edit delete reply
One Shadowrun character I played was a mage with a dog tail and matching ears due to a surge instance when she was younger. She always hid them under her clothing (and always wore a hat) because she was self-conscious about them.

Few other players had suspicions, but none bothered to find out. :) Even the one time I didn't hide the ears and tail, the party thought it was part of the costume. Ha!
Raxon 9th Nov 2013, 6:06 AM edit delete reply
Raxon
Story time today is about plot hooks that were totally missed by players, because you made them too subtle, or too common.
Digo 9th Nov 2013, 6:13 AM edit delete reply
Easy: I ran a campaign once where the PCs were the BBEGs. The game starts with them all suffering a light bout of amnesia due to a failed teleporter accident and I gave clues out for them to piece together who they really were.

They never figured it out until they got to the final BBEG "War Room" and found their names upon the chairs. *THEN* all the clues made perfect sense in their heads.

And then they let themselves get TPK'd.
Aaron Reese 9th Nov 2013, 6:49 AM edit delete reply
Former DM of mine claimed that he always tried to put 9 different plot hooks out at once in hopes we would latch on to at least one of them.
Tinker 9th Nov 2013, 7:19 AM edit delete reply
as a DM, I run a game where I prepare 3 plotlines in advance so the players have a choice of what to do (I am attempting a campaign almost entirely free of any sort of railroading, save the very first mission which was to introduce all the characters).
Aside from the first mission we have had 8 games in this campaign so far. Each time I started by describing the area they were in and leaving subtle hints of what would start missions (there is a goblin walking through town but none of the townsfolk seem worried, there is a group of kids chasing a dog holding something shining in it's mouth, and there is a large crowd outside the church for reasons you don't know).
3 of 8 times did they take the bait. Once they just immediately left town and went on a picnic (that was the entire game, I didn't even throw in a random encounter just to see how they would act), once they went to the magic guild and decided to try to learn magic without being in magic classes, once they wanted to see if the rogue could steal a guard's jail key without being noticed and on success [nat20] they went to the prison and reported it as a lost item. Sometimes I feel bad I don't get to tell a story, but the best stories do come from the unexpected. I love my group:D
Marioaddict 9th Nov 2013, 7:50 AM edit delete reply
Well, once our DM presented us with a room.

There were a bunch of numbers that we could manipulate at will.

One had four digits
One had two, and went from 01-12
One had two, and went from 01-31

It turns out, it was a time machine.

We thought it was a combination lock.

"Well, let's just start guessing numbers!"
*inputs date 4,000 years in the past*
Digo 9th Nov 2013, 5:03 PM edit