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Chebucto Regional Softball Club

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  3. I...uh....wait...ummm...hold on....wait...
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

I...uh....wait...ummm...hold on....wait...

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rpgmemes
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    #1
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      sbv@sh.itjust.works
      wrote last edited by
      #2
      *improv intensifies*
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        wrote last edited by
        #3
        > I...uh....wait...ummm...hold on....wait... ![](https://media1.tenor.com/m/dnFMEagzZ3MAAAAC/critical-role-insight-check.gif)
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          wrote last edited by
          #4
          "you feel the spell take hold, but for some reason the crown remains rusty" Then you pivot that the rust is a powerful illusion or some kind of curse cast on the crown by someone related to that backstory to keep it hidden. Then while your players try to figure out why simply cleaning the rust didn't work, you try to figure out how to weave in that backstory sooner than later. If you're really not ready for it to happen, make sure they have some other quest to do that has a pressing time limit.
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          • ? Guest
            "you feel the spell take hold, but for some reason the crown remains rusty" Then you pivot that the rust is a powerful illusion or some kind of curse cast on the crown by someone related to that backstory to keep it hidden. Then while your players try to figure out why simply cleaning the rust didn't work, you try to figure out how to weave in that backstory sooner than later. If you're really not ready for it to happen, make sure they have some other quest to do that has a pressing time limit.
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            hypnicjerk@lemmy.world
            wrote last edited by
            #5
            you're definitely right about the time limit. at that point you are about 5 minutes away from every spell in the party's arsenal being cast on that crown, followed by the main quest getting derailed by the mystery of the plot armored artifact.
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              themeatbridge
              wrote last edited by
              #6
              Thats DnD, though. You're not the narrator, you're the benevolent god allowing the story to unfold. I played recently with a newer DM who had written this complex story and kept trying to weave in obvious set pieces for us. At first, I played along, but when we started to go off track, he introduced an omnipotent NPC to help keep us on his path. I was done at that point. I'm not here to listen to a story. If I find a clue early, I understand it might not make sense until later.
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                #7
                Twist: You think _this_ is the legendary lost crown of Foo? Some rotten trash you grabbed in a dungeon just happens to be the thing you've been looking for all this time? Pull the other one! It's been so ravaged by time that none of the markings or engravings are clearly visible. Best you can hope for is that some merchant will buy it off you for scrap. Even if the PCs think this is the lost crown of Foo, only the kingdom's last grandmaster artificer can conduct a conclusive test.
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                • T themeatbridge
                  Thats DnD, though. You're not the narrator, you're the benevolent god allowing the story to unfold. I played recently with a newer DM who had written this complex story and kept trying to weave in obvious set pieces for us. At first, I played along, but when we started to go off track, he introduced an omnipotent NPC to help keep us on his path. I was done at that point. I'm not here to listen to a story. If I find a clue early, I understand it might not make sense until later.
                  macnielD This user is from outside of this forum
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                  macniel
                  wrote last edited by
                  #8
                  Going by your entire comment alone. I have juuust the right youtube video for you: https://www.youtube.com/watch?v=EkXMxiAGUWg
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                  • H hypnicjerk@lemmy.world
                    you're definitely right about the time limit. at that point you are about 5 minutes away from every spell in the party's arsenal being cast on that crown, followed by the main quest getting derailed by the mystery of the plot armored artifact.
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                    wrote last edited by
                    #9
                    I'm extremely naive when it comes to tabletop RPGs Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock
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                      I'm extremely naive when it comes to tabletop RPGs Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock
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                      wrote last edited by
                      #10
                      Really, what the DM says goes. So if you want to be boring you can just say it doesn't work for some reason. The answer above re: pivoting to it being a powerful illusion spell or something so there is a *reason* the spell didn't work is a lot more compelling and interesting imo
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                      • ? Guest
                        Really, what the DM says goes. So if you want to be boring you can just say it doesn't work for some reason. The answer above re: pivoting to it being a powerful illusion spell or something so there is a *reason* the spell didn't work is a lot more compelling and interesting imo
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                        wrote last edited by
                        #11
                        That makes sense! I've always wanted to run a campaign (even though I've never really played) so I try to take guidance from stories like these Thank you!
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                          I'm extremely naive when it comes to tabletop RPGs Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock
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                          hypnicjerk@lemmy.world
                          wrote last edited by
                          #12
                          there's two answers to this question, one is mechanical and one is social. you as the DM can tell the players no not now, and they can't do anything about it, but that doesn't mean they won't *try* to do something about it, which depending on the group could be an issue. so in this scenario a good DM could whip up some misdirection, for example set up a traveling artificer who just passed through town a couple weeks back and who the players could track down as a lead - conveniently in the direction of the main quest objective. this is hard to do on the spot.
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                            I'm extremely naive when it comes to tabletop RPGs Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock
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                            sbv@sh.itjust.works
                            wrote last edited by
                            #13
                            We don't do that here. The GM provides the model of physics the players accept and expect. If the GM just says "nah" when stuff is inconvenient, players don't know what to expect, and the world becomes inconsistent. A big part of the GM's fun in TTRPGs is improving off that. Players *always* ruin my plans, but that's part of the game.
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                              That makes sense! I've always wanted to run a campaign (even though I've never really played) so I try to take guidance from stories like these Thank you!
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                              wrote last edited by
                              #14
                              You could also just have it work and go with whatever follows from it though. I believe you should have a plot prepared but you also shouldn't be afraid to adapt it if the players do something unexpected. It's more work, but in my experience players can usually smell when you're just trying to block them. And they will derive fun from having found out your plans early (which is totally ok to tell them).
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                                wrote last edited by
                                #15
                                If you've railroaded your campaign that much you're a bad GM. It's not *your* story, it's your *players* story.
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                                  I Cast Fist
                                  wrote last edited by
                                  #16
                                  Having your complex plot get fast forwarded because of a cantrip, priceless 😆😆😆😆😆
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                                    I'm extremely naive when it comes to tabletop RPGs Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock
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                                    themeatbridge
                                    wrote last edited by
                                    #17
                                    "You can certainly *try*"
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                                    • ? Guest
                                      You could also just have it work and go with whatever follows from it though. I believe you should have a plot prepared but you also shouldn't be afraid to adapt it if the players do something unexpected. It's more work, but in my experience players can usually smell when you're just trying to block them. And they will derive fun from having found out your plans early (which is totally ok to tell them).
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                                      solorion@sh.itjust.works
                                      wrote last edited by
                                      #18
                                      Ime, players are entirely willing to accept an extremely short session just so I can prep and set back up after they throw me a massive curveball. Had a twelve minute session once because I forgot I gave the party a foldable boat like three months ago on a whim, and they used it to skip the next ~3 sessions of content. I had an entire thing setup where they'd help a dwarfhold hunt a dragon, and had started on some city-based intrigue in the next area. I just leveled with them that I had not even slightly expected this session to go this way and had nothing prepped so we'd stop early and pick it up next time.
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                                        grue@lemmy.world
                                        wrote last edited by
                                        #19
                                        *The crown completely disintegrates, as it was rust all the way through* Sorry, Mario, the real crown is in another dungeon.
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                                        • I Cast FistI I Cast Fist
                                          Having your complex plot get fast forwarded because of a cantrip, priceless 😆😆😆😆😆
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                                          wrote last edited by
                                          #20
                                          I once fast-forwarded a complex plot through a GM-sanctioned bit of fluff. The party had been invited by their uncle who turned out to be recently murdered when they arrived. Of course they investigated. At one point I had my character wrote a letter to the rest of the family to inform them of what was going on. I actually produced the letter as a handout. Since I had no idea about the date I asked the GM and he told me to pick anything in summer. The GM s happy with the handout and it was deemed canonical. A few sessions later he noticed that I had picked something ahead the end of the summer and the bad guys' plot was about to kick off at a specific date right after summer ends. So suddenly the adventure went from "careful slow-burn investigation" to "mad rush to the location of the finale". Oops.
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