this post was submitted on 27 Nov 2023
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[–] xkforce@lemmy.world 91 points 11 months ago (1 children)

Serves them right for trying to railroad you into being "evil"

[–] justlookingfordragon@lemmy.world 72 points 11 months ago (2 children)

Amen. As a DM it is completely fine to generate challenging "food for thought" situations for their players, but when you start to play against your party and actively sabotage their characters, decisions or playstyle, it's time to step down as a DM.

[–] TwilightVulpine@kbin.social 9 points 11 months ago

For a while I've been getting the impression that some DMs are the same as power players, they just feel validated by having the Golden Rule to wield.

To justify this sort of thing with "it's what my villain would do" is about as bad as when a player does it.

[–] LoamImprovement@ttrpg.network 6 points 11 months ago (1 children)

The issue with this kind of thing is almost never the actual challenge or moral dilemma, wherever and however it may spring up - it's usually about trying to narratively 'pants' a character with a poorly contrived But Thou Must or Sophie's Choice, and the most generous interpretation of that action is that the GM feels that the suffering of a PC will help tell a good story. I find more often that these scenarios pop up in Humiliation Conga campaigns, where the GM just gets a kick out of creating worlds and encounters that primarily serve to inflict pain and misery on the PCs, and sometimes even the players themselves. And that's not to say that those kinds of stories and settings can't work or be enjoyable (Paranoia and the character-focused 40K games like Rogue Trader come to mind) but it has to be the kind of story that everyone at the table wants to tell.

[–] Archpawn@lemmy.world 3 points 11 months ago (1 children)

And the problem with an actual moral dilemma is that nobody knows the right answer. It can work great for establishing your character and seeing how they react to a situation with no clear answer, but you can't just have God say "no, you're wrong" and have it be satisfying. At least, not unless you're prepared to have the paladin say "no, you're wrong*, and eventually become a god of their own. I imagine that would be very satisfying. Still probably something you should talk about beforehand though.

[–] starman2112@sh.itjust.works 2 points 11 months ago (1 children)

My favorite example of an actual moral dilemma is in No Man's Sky, of all places. You meet someone early in the game, and find out that they're actually dead and what you've been talking to is just their soul trapped endlessly transmitting a distress signal.

No Man's Sky spoilerYou capture their soul in an electronic mcguffin, and have a choice between putting it in a simulation of the universe so they can continue to "explore" (which is eerily similar to what the player is doing, now that I think about it), or open it and let their soul free, killing them for good and letting them rest in peace.

I spent longer making my decision there than I have with any other decision in any other game. I absolutely love that nobody ever suggests that you made the wrong choice, no matter what you decide. I hope to one day make my players think that hard about a decision in my campaign.

[–] Archpawn@lemmy.world 1 points 11 months ago (1 children)

Can't you ask them? Also, how hard is it to stick your soul in a simulation? That sounds awesome.

[–] starman2112@sh.itjust.works 1 points 11 months ago* (last edited 11 months ago) (1 children)

The character doesn't know they're dead. In D&D, the players might be able to ask, but in NMS, you have to choose without even knowing what they would prefer.

If you choose option A, you can opt to tell them the truth about their new simulacrum of a life later on, but I chose option B, so I don't know how they respond to it and the wiki doesn't say.

[–] Archpawn@lemmy.world 1 points 11 months ago

Why can't you choose option A, tell them, and then if they say that they'd prefer option B, delete the simulation?

[–] massive_bereavement@kbin.social 41 points 11 months ago (1 children)

Trust me, add "reasonable effort" in front.

[–] GBU_28@lemm.ee 71 points 11 months ago (1 children)

Format your paladin as a Limited Liability Paladin

[–] GentlemanLoser@ttrpg.network 8 points 11 months ago

B corp certified too

[–] peopleproblems@lemmy.world 32 points 11 months ago (1 children)

have the rogue sprinkle some stolen gold on em.

no one will know any different, certainly not the gods

[–] Zehzin@lemmy.world 13 points 11 months ago (1 children)

Ah, the ol' sprinkle some crack on the crime scene trick

[–] ExfilBravo@lemmy.world 8 points 11 months ago

“I’ve seen this once before when I was a rookie officer. This tiefling broke in and hung pictures of himself and his family all over the walls. Let’s sprinkle some stolen gold on him and get outta here.”

[–] Ashyr@sh.itjust.works 15 points 11 months ago (1 children)

Is that a common problem? I’ve only ever played with a small group of friends, so my perspective is limited, but that seems like wild behavior to me.

[–] justlookingfordragon@lemmy.world 24 points 11 months ago

Had a similar experience once at a convention. The DM was somehow obsessed with "winning" the scenario, as if it was a player party VS. the DM situation. He even was suprised when most of us flat out left the table after we managed to defeat the first major threat of the campaign and it then somehow suddenly turned into an undead version of itself, stood up again and managed to escape for no discernible reason other than the DM being unwilling to "lose" the fight.

On the flip side, we had a blast continuing the scenario in the partking lot on our own terms, without a DM.

Long story short; not a common problem, but IF it happens, it is frustrating and annoying and can ruin the fun of the entire party.