Page 777 - Jackpot

14th Jul 2016, 6:00 AM
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Newbiespud 14th Jul 2016, 6:00 AM edit delete
I wonder if different DMs have a preferred method of throwing a wrench in the works, as it were. There's several ways to throw a Bad Thing in your players' path, but I wonder if, after a long enough period of time, there becomes a favorite or a default.

Looking back on Fallout is Dragons, I was apparently very fond of the bad guy looming on the horizon. "This guy isn't a problem yet, but will be soon; it's only a matter of time," that sort of thing.


redwings1340 14th Jul 2016, 6:37 AM edit delete reply

Looking back at my campaign, I was apparently a big fan of, "Out of the frying pan and in to the fire". I would often give players goals, let them succeed a these goals, then immediately put a bigger boss in their path before giving them a break. Examples include revealing they were trapped in an entralink after they broke in to steal the amber fossil, and letting them escape an outsider forest through a portal that led straight to the center of a guarded evil government facility. I also enjoyed manipulating their loyalties, they would defeat an NPC who is trying to kill them, then realize that NPC's efforts is only trying to save the world, and the fact that they failed means an even greater threat is over the horizon.
Digo Dragon 14th Jul 2016, 6:41 AM edit delete reply
Digo Dragon
The GM in our Fallout Equestria game has a preferred method of introducing NPCs that want to be friends with one PC in our group, but at odds with another. This causes friction within the group and creates the internal obstacle serving as the wrench in the works.

Kind of effective, but does lead to the group not liking many NPCs and thus having few, if any, allies.
ANW 14th Jul 2016, 6:42 AM edit delete reply
We can all agree that getting a 20 is good.
However, sometimes it's just not enough.
Ever rolled a raw 20 and still failed, or when it was just not enough.
Example: I don't care if you do roll a twenty, your level one mage is not jumping over a 100 foot gap.
Digo Dragon 14th Jul 2016, 8:48 AM edit delete reply
Digo Dragon
[Scene - Three Runners, Blackwolf (elf infiltrator), Hugo (ork physical adept), and Snowfire (street-sam dragon) stand on the roof of a downtown office building. They have a prisoner tied to a wooden chair, a member of the terrorist group "Terra First!"]

Blackwolf: "Alright, tell us who sold us out to Terra First! or Snowfire throws you off the roof."
Hugo: "Snowfire wouldn't do that."
Snowfire: "I look at the traffic down below, what's the biggest vehicle I see driving by?"
DM: "Uh, a semi-tanker carrying gasoline."
Snowfire: *Picks up the prisoner and throws him at the semi below*

Snowfire needs to roll 8 successes to hit the semi. A success is rolling a 5 or 6 on a d6 die. He rolls his Throwing skill, adds his Edge dice (a bonus pool of d6 that allow additional rerolls if a die comes up 6), and obtains 13 successes. The prisoner (still tied to the chair and screaming all the way) hits the semi windshield.

--> The truck driver is killed.
--> The semi crashes into oncoming traffic.
--> A gasoline fuel fire ignites on the street.
--> The resulting fireball engulfs the street, piling up the crash to a total of 27 involved vehicles.

Hugo: "Uh..."
Snowfire: "What? I just proved that I'd do it."
Blackwolf: "Yeah, but I wasn't done interrogating him!!"
Snowfire: "Oh yeah... do all cars burn that quickly or just the imported ones?"

Morale of the story: When Digo DMs, there's no such thing as not enough 20s.
Specter 14th Jul 2016, 11:36 AM edit delete reply
Party's goal is to keep an ancient relic of the gods from being stolen. We are in a publicly available museum where even the homeless is allowed to be (during business hours). The session we were given this job ended when we got an announcement that some bad guy was going to steal it on a certain day. We were allowed to email/text the GM what we wanted to do to prevent the relic from being stolen.

I however did not partake in trap setting as I knew I would be late that session, and just told the GM what my character did to start the session.

When everyone returned for the session the GM asked everyone to roll to see how effective their traps were. We had 3 natural 20's, an 18, and a 9 (before bonuses). Sadly none of the traps worked because the bad guy had set up a portal rune under the relic's pedestal to take the relic and it's container.

The GM was sorry for doing that to them, letting the players keep those rolls they had for a later use.
Digo Dragon 14th Jul 2016, 6:41 PM edit delete reply