Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

FTFY

Because no one has introduced them to Tuckers Kobolds
A dickhead wizard with the right applications can likely very casually mulch them, especially in later editions than the clear ADnD it took place during. At 12th level in 3.5 the faggotry you could abuse with cloudkill for example would just flat out end a decent slew at once due to those crenelations and spell shape and gas dispersal. No fucking save, they're just plain dead due to their garbage HD in that area. Other cuntish spells include Rainbow pattern due to their dogshit HD allowing you to fascinate a lot of them, and also something as simple as gaseous form trivializes them.

Hell, another fun spell to fuck with the set up is wall of stone. Just wall off their stupid little murderholes and crenelations casually too.

Don't get me wrong, Tucker was a rat bastard who intentionally made them as rat bastard as possible, but he got as far as he did due to winning the mind games with a party that seems to operate on hammer logic. Also due to the way older games worked. I run with a powergamer that would probably come up with some nasty counter plots to something like that, hence me busting out just a few spells I'd know make this fight pretty easy. Hell, just summon spam garbage behind their hideyhole and have them murder/rape them as you sit there like an asshole.
 
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FTFY

Because no one has introduced them to Tuckers Kobolds
My group has made it clear that if any GM decides to go full jackass with mooks like that, the party will go full jackass and instead of exploring the dungeons we'll just start fumigating them with the fantasy equivalent of sarin gas. There is such a thing as an un-fun encounter and if you insist in presenting those the game will just turn into PvGM and it's just a bad time for everybody.

In 5e, action economy is king. A bunch of weenie minions are usually going to be tougher than one or two big boys by sheer attrition. All player deaths in the current game I'm running were done by creatures with CR measured in fractions while the big ones tend to get roflstomped.
That's why we use a lot more "legendary" actions in our groups. To the point we don't even call them that, we just call them "monster actions". An ogre chieftain with 3 special actions per turn (charges, grabs, etc) is a much more interesting fight than the same ogre just swinging at the Bank Vault Fighter once per turn (and probably missing). Single-enemy fights should be more Dark Souls boss (movement, special attacks) and less WoW's Patchwerk (sit still and take your lumps, fatty!).
 
Okay children, gather round for storytime. I'm going to finally talk about how my recent session of 1:1 time and Patron play went. I spent a good three days writing this. I hope it isn't too confusing. I've ended up putting it in a spoiler because it's fucking long.

So we begin about a week before the game actually begins. I have a group of regulars I do a game with through Discord and Tabletop Simulator. All cool people. A bit retarded but their in good company seeing as I am also retarded. Unfortunately I knew from a few weeks previously that this group would be splitting up due to various IRL obligations. But I was asking a few of them if they'd be into doing this 1:1 thing.

We all figured out that out of my group of 5, two were willing to play as Patrons after I explained they wouldn't be needed for full sessions. But could still contribute in helping make the world feel alive and dynamic. This suited those two people fine. One had work and the other had a kid. And time wise they were both getting royally buggered by the lack of free time in their lives. So the idea of popping in every once in a while with a discord messages or the occasional voice chat was fine with them.

So I set them a task. Come up with two high level characters who own small domains. This can be anything from a small kingdom to a castle or a wizard tower. It all has to be okayed by me though so no power gaming. If they want they could even come up with lore on who they were and their minions and so on.

In order to maintain a semblance of fairness before I even let them make characters, I had them roll for the type and amount of assets they had. This would include things like Gold, soldiers, and the size of their land.

First of all I had them roll for their HQ. Once that was done they could pick any hex on the map for the location of that HQ. The table went like this

  1. Keep
  2. Makeshift/Bandit camp
  3. City
  4. Cave/Mine
  5. Wizard Tower
  6. Landmark of Power/Significance
So I had both guys roll a d6. They both ended up with Wizard Towers. So they both said they'd like to be feuding wizards. Cool. I then had them pick a spot of land each. Then had them roll another d6 for however many hexes joined to the HQ were theirs. They could pick any hexes based on their dice roll as long as the previous hex was joined to their territory. With that done we rolled for assets.

2d100 for troops.

D100X10 for Gold

After that I said it was up to each patron to flesh out what was in their hexes and what their territory looked like. I posted a price list for different assets like buildings, villages, and more troops. All that lore was offloaded to them. Again everything they did was okayed by me. So if they said

“I'd like another wizard tower with a laser beam that one hit kills anything I want.”

I would tell them to piss off. But if they said

“I want a little village on this hex, run by a vampire I have a tenuous alliance with. He supplies me with elite vampire troops.”

I would then go

“okay, but to make it fair we'll say you have to sacrifice D20 worth of troops and then you get D10 worth of Elite vampire troops. And you can only use them at night.” That bit about being at night is very important if you're running on real time. It makes sure that the other player is thinking about night raids and the importance of time in his army movement.

So again, I'm not just going to let them be OP for the sake of it. Both players independently give me some back and forth about what they want. I give it the okay. Or tell them to come back with something else. And before you know it, without any extra work on my part I now have two very interesting dynamic factions in my game world with centuries of lore. That will react to what the players do.

So with help from the two Patron players they both told me who their characters were and what their general goals are. They fleshed out their own domains and from that I was able to get an idea of how they fit into the world I created.

So let me set the scene for you.

On the continent of Nalan adventurers rise and fall every day. It a continent shared by the great Elvish Kingdom of Alu in the east. Powerful, unified, but for the most part a sleeping giant. Unconcerned with the affairs of younger races. Once there was the Unified Human Kingdom said to be the equal of Alu. But over 300 years ago, Nalan was blighted with the arrival of two evil wizards. The Lawful Evil Harlus and the Chaotic Evil Bahnov. Arriving separately from each other and with their own goals, they instantly began feuding. Uncaring for the concerns of the kingdom around them, the wizards fought each other. Using powerful but cursed magic. Schemes, plots, and open violence gripped the Unified Kingdom. Until eventually the people could no longer bare being in the middle of these two battling wizards. The Unified Kingdom descended into anarchy. And eventually fell. Leaving instead many different feuding houses. Petty kingdoms that will never unify again. The two wizards for the most part simply disregarded this and continued fighting one another to this very day. Bands of roving Orcs raid the helpless. A Dwarven expedition to colonize the nearby mountains is facing trouble from both the Orcs and the four houses. Nalan is fractured and in a chaotic state. It would only take the slightest push for things to change. For better or worse.

After the two patrons sorted out their land I then populated what was left with things I thought players might find interesting. I sorted out the territory for 4 rival houses that the players could join if they wanted. And I started dotting around things like cities, villages, landmarks and so on.

When things became interesting is when I popped down a tomb. I wanted an evil tomb that players could choose to raid if they wanted. You know, standard dungeon crawl stuff. I used a random name generator to call it The Cursed Tomb of Kavnak. The tomb of a great and powerful demon. I updated the patrons about what was on the map now.

Wouldn't you know it, I was contacted by both players separately. Here's what went down.

So Harlus contacts me, he basically says that he has an idea. He says the whole reason he came to to Nalan was to find this tomb. Turns out Harlus worships Kavnak as a god. And wants to resurrect him. Becoming all powerful in the process. He worships Kavnak as a Lawful Evil entity. He sends me two pages on Word about the history of Kavnak and why people worship him. Great. Love to see some lore building. Harlus asks if he can send some troops to conquer the tomb and gain power. Brilliant. I tell him he can. If he sends them out from his HQ he can have them at the Tomb in 8 days.

The next day I get a message. This time from Bahnov. He tells me that the name of the Tomb is gay but he has an idea. It turns out Bahnov went to Nalan in search of artefacts to resurrect his god. And he believes that Kavnak was an enemy of his god. So he wants to send some guys to the tomb to smash it up. I tell Bahnov that he has reason to believe that his rival Harlus is sending troops to secure the tomb. So if he wants to destroy it he needs to act quickly. Bahnov asks to send some men and sure enough he'd arrive roughly the same time as Harlus. Maybe an hour behind.

I felt really pleased with myself. Before I even got actual players I had Patrons scheming and creating conflict that players could react to. The dynamic world was forming!

A couple of days later, I finally get enough people to form a player party of 4. These are new people I don't know very well. During session zero I tell them the situation in terms of how these sorts of games work. Give the same background I just wrote out above. And so on. I haven't and can't tell them exactly what the two wizards are up to unless the wizards themselves tell the party or they otherwise find out what's going on. I lay out the map and ask them where they want to start. And from there where they want to go. They decide to spawn into a tavern in the nearby village of Havensguard. And from there decide the best thing to do is travel to the nearby Tomb of Kavnak to see if they can score some loot.

Now I didn't tell them a thing about the Tomb or how the two patron players are going to fight over it. Nor did I tell them that there's going to be a massive battle about two hours after the players arrive. I didn't plan this. I didn't ask the players to go to the tomb. I didn't even hint that the tomb was special other than the name. The players chose to spawn in a village close by and just picked that tomb at random. In 7 days we were going to do session 1 where the player characters raid the tomb. I also didn't tell the Patrons about the PCs. This could all have the potential to turn into a messy disaster.

So the day comes. We use Chainmail for any large scale battles and Dungeon Crawl Classics for the RPG stuff. I start off with the PCs because they got there first. Into the tomb they go. The entrance is trapped. One of the players, The Cleric, ends up with a minor curse from the DCC minor corruption table. Now his left leg is 1d6 longer than his right. Oh well. Serves that player right for not checking for traps.

An hour or so later I get a message. Bahnov's forces have arrived and he wants to construct some crude emplacements. The party are busy spelunking so Bahnov doesn't need to know they are around. But I do tell him his troops see some signs of displacement. Bahnov assumes it must be that crafty devil Harlus. He's sent a scouting party into the tomb to lay a trap. Obviously. So he portions off about ten of his men and sends them into the tomb.

I tell the party that they hear a rumbling as 10 infantry have charged into them whilst they plunder the tomb. I end up having to officiate both the combat in DCC for the party and the battle outside the tomb in Chainmail. And I have to do this in such a way that neither group realise the other one is there unless they find it out themselves. The ten men sent into the tomb need to report back that they found adventurers before I can tell Bahnov what's going on.

Harlus arrives and the fight begins. We use Tabletop sim and the Chainmail rules. Harlus has one block of five Fighting Man minis in formation with spears and shields. Which under Chainmail rules of 1:10 abstraction means he has over 50 infantry. Along with 1 unit of Vampires which comes to 10 guys. As Bahnov arrived early he had some very basic fortifications. Which I let him place on the table where he wanted. Just wood fences and a couple trenches. Bahnov had 40 sword and board Fighting Men after sending 10 into the tomb. Combat began as Harlus charged the infantry with his vampire. Who was promptly dusted due to bad rolls. Unlucky.

Meanwhile the party of adventurers were doing quite well. The Fighter ended up getting impaled by a sword and mortally wounded but was thankfully saved at the last minute by a potion from the wizard. I controlled the ten Fighting men and through no fault of my own their rolls were dog shit. But that was okay because so was the party's. Just fucked rolls all round. The party managed to defeat the forces of evil but had to carry their poor old Fighter out due to the wounds he received. It was time to return to the nearby village and flog their gains for profit. They emerged from the Tomb to see Harlus's men charge through and slaughter Bahnov's guys. The patron players were now aware that the players were at the same tomb they both were. Before I could get a word in the players all decide to flee. I waited for either Harlus or Bahnov to charge the party and slaughter them. But neither did. They both decided to keep fighting.

I was sweating this whole time thinking that the campaign was going to end with the party ignobly getting slaughtered by two armies. But I think both patrons took pity on me for the comedy of errors that led to this moment.

Combat between the two patrons resumed. For like five seconds as Harlus mopped up the last of Bahnov's. It wasn't even close. Despite losing his unit of vampires, Harlus won. And got to inspect the tomb. Where he found...

Absolutely nothing because the adventurers absconded with everything but the mumified corpse of the demon. Harlus swore revenge on the party. They just made his shit list.

So by the end of the first session we have an antagonist that will dynamically act and react to the players, someone seperate from a GM. With a whole different mind who can do things I never could think of. We also have another wizard the party can either ally with or fight. And these wizards are going to dynamically claim and fight over land whilst scheming. I'm very excited to see where this goes. And what evil schemes Harlus has concocted to mess with the party.
 
You're gonna have to be more specific here dude.

If it's writing off stuff that has a noticeable CR difference, some of it is due to difficulty. A level 6 or 7 party can mulch pretty casually a warband of goblins even if outnumbered 6:1 and with worg support. A big batch of CR 1/3s is still 1/3s, even if the GM tries to be a rat-bastard with them. Some of it is due to action economy too, because big fights grind; they can genuinely take hours, especially if the dice are being cunts with to hit or with damage output. This is with people who know the rules.

If it's writing off lower level monsters but not too low, that is a little stupider, since it really does depend on what kind of party and what type of monster you fight. Chaos Beasts for example are far nastier than their CR 7 nature implies, as are Giant Crabs. Conversely, there are some beefy monsters that are more shit than you think. Factor in party style and strength and it gets messy.
The intellect devourers, rust monsters and gas spores are good examples of low CR monsters that can do bad things. There’s been games I’ve been in where they’re appropriate to be included in but were just neglected even though they could’ve changed the battle. Like I understand that +1/-1 goblin jabrony isn’t going to do a whole lot for an encounter, but there’s a lot of nasty monsters in the <6 CR range.
 
What is it with players and newer DMs being willing to write enemies off because of low CRs?
I can only write authoritatively about 5e. In that sphere, I blame Critical Role and general ignorance. 5e D&D is balanced around 'the Adventuring Day' which consists of around eight encounters of an appropriate CR. None of those encounters are supposed to individually endanger the party, making resource management and appropriate short resting the name of the game. Critical Role vies to entertain an audience first and foremost, and so they focus more on the bombastic and meaningful boss encounters as opposed to crawling through the Orc stronghold (my understanding of the podcast is second-hand, so maybe my assessment is wrong, maybe they love dungeon crawls). Who cares about the six orcs in the barracks when Gorgok the Mighty is in his throne room, waiting on the half-orc barbarian's challenge to his chiefdom? D&D is tilting more towards storytelling than towards gameplay, and this is a symptom of that.

Also, as it's been posted before, more creatures = more actions = more attacks, which means that sheer numbers provide an advantage. Also, even a CR 1/2 creature can have around 40 HP, which the fighter can't casually dispatch with a multiattack or a warlock with an Eldritch Blast (unless you follow in CR's footsteps and drip out your players to the nines with magic items), so multiple actions or a spell slot go into taking down just one mook. People would understand this more if they read the DMG and understood the design intentions of the system, but I have seen 5e DMs outright tell prospective DMs to not bother with the DMG as "the only thing worth reading in it is the loot tables." This stuff might seem obvious, but it isn't when one hasn't played any other system and has to contend with Critical Role and the horrible 5e modules that have been coming out lately. New DMs try to tell their amazing stories, and complain that their game called "Dungeons & Dragons" is balanced around dungeons.
 
A dickhead wizard with the right applications can likely very casually mulch them, especially in later editions than the clear ADnD it took place during. At 12th level in 3.5 the faggotry you could abuse with cloudkill for example would just flat out end a decent slew at once due to those crenelations and spell shape and gas dispersal. No fucking save, they're just plain dead due to their garbage HD in that area. Other cuntish spells include Rainbow pattern due to their dogshit HD allowing you to fascinate a lot of them, and also something as simple as gaseous form trivializes them.

Hell, another fun spell to fuck with the set up is wall of stone. Just wall off their stupid little murderholes and crenelations casually too.

Don't get me wrong, Tucker was a rat bastard who intentionally made them as rat bastard as possible, but he got as far as he did due to winning the mind games with a party that seems to operate on hammer logic. Also due to the way older games worked. I run with a powergamer that would probably come up with some nasty counter plots to something like that, hence me busting out just a few spells I'd know make this fight pretty easy. Hell, just summon spam garbage behind their hideyhole and have them murder/rape them as you sit there like an asshole.
Even in 1E and 2E, unless you were criminally underprepared or stupid, a 12th level party could eat kobolds like popcorn.

Can't use fireball, sure. How about lightning bolt? If that locked door isn't made of stone thicker than a foot, the lightning bolt will punch through it, not rebound. Pay attention, too -- if that corridor is coated in oil, expect someone to light it. Use a water spell to wash it away (cloudburst works best).

And while kobolds may have some home turf advantage, things like stinking cloud and web will take advantage of those tight quarters and low kobold saves. As you noted correctly, cloudkill and wall of stone will turn those cute little tunnels into deathtraps. Magic missile sneers at anything less than total concealment, and effects like grease or transmute rock to mud will pin armored kobolds in place for your more martially-inclined party members to turn them into kobold kebabs.

Honestly, if you're having to put your kobolds through what amounts to West Point Military Academy so they can challenge your PCs, you need to rethink the encounter. Pick something tougher: hobgoblins, orcs, gnolls, or something exotic.
 
I can only write authoritatively about 5e. In that sphere, I blame Critical Role and general ignorance. 5e D&D is balanced around 'the Adventuring Day' which consists of around eight encounters of an appropriate CR. None of those encounters are supposed to individually endanger the party, making resource management and appropriate short resting the name of the game. Critical Role vies to entertain an audience first and foremost, and so they focus more on the bombastic and meaningful boss encounters as opposed to crawling through the Orc stronghold (my understanding of the podcast is second-hand, so maybe my assessment is wrong, maybe they love dungeon crawls). Who cares about the six orcs in the barracks when Gorgok the Mighty is in his throne room, waiting on the half-orc barbarian's challenge to his chiefdom? D&D is tilting more towards storytelling than towards gameplay, and this is a symptom of that.

Also, as it's been posted before, more creatures = more actions = more attacks, which means that sheer numbers provide an advantage. Also, even a CR 1/2 creature can have around 40 HP, which the fighter can't casually dispatch with a multiattack or a warlock with an Eldritch Blast (unless you follow in CR's footsteps and drip out your players to the nines with magic items), so multiple actions or a spell slot go into taking down just one mook. People would understand this more if they read the DMG and understood the design intentions of the system, but I have seen 5e DMs outright tell prospective DMs to not bother with the DMG as "the only thing worth reading in it is the loot tables." This stuff might seem obvious, but it isn't when one hasn't played any other system and has to contend with Critical Role and the horrible 5e modules that have been coming out lately. New DMs try to tell their amazing stories, and complain that their game called "Dungeons & Dragons" is balanced around dungeons.
It really doesn’t help things when the 5e modules are really bad, especially the Critical Role modules. I can only think of two modules for 5e that I’ve played and actually enjoyed and those were ones that are carry overs from previous editions.
 
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Even in 1E and 2E, unless you were criminally underprepared or stupid, a 12th level party could eat kobolds like popcorn.

Can't use fireball, sure. How about lightning bolt? If that locked door isn't made of stone thicker than a foot, the lightning bolt will punch through it, not rebound. Pay attention, too -- if that corridor is coated in oil, expect someone to light it. Use a water spell to wash it away (cloudburst works best).

And while kobolds may have some home turf advantage, things like stinking cloud and web will take advantage of those tight quarters and low kobold saves. As you noted correctly, cloudkill and wall of stone will turn those cute little tunnels into deathtraps. Magic missile sneers at anything less than total concealment, and effects like grease or transmute rock to mud will pin armored kobolds in place for your more martially-inclined party members to turn them into kobold kebabs.

Honestly, if you're having to put your kobolds through what amounts to West Point Military Academy so they can challenge your PCs, you need to rethink the encounter. Pick something tougher: hobgoblins, orcs, gnolls, or something exotic.
Hobgoblins are among my favorite for things like this BECAUSE they're supposed to be militaristic and disciplined to some degree. Also a simple trick is to just give them a character level or two to bolster them too; character levels are one of the strongest things you can do to make something nastier.
 
I can only write authoritatively about 5e. In that sphere, I blame Critical Role and general ignorance. 5e D&D is balanced around 'the Adventuring Day' which consists of around eight encounters of an appropriate CR. None of those encounters are supposed to individually endanger the party, making resource management and appropriate short resting the name of the game. Critical Role vies to entertain an audience first and foremost, and so they focus more on the bombastic and meaningful boss encounters as opposed to crawling through the Orc stronghold (my understanding of the podcast is second-hand, so maybe my assessment is wrong, maybe they love dungeon crawls). Who cares about the six orcs in the barracks when Gorgok the Mighty is in his throne room, waiting on the half-orc barbarian's challenge to his chiefdom? D&D is tilting more towards storytelling than towards gameplay, and this is a symptom of that.

Also, as it's been posted before, more creatures = more actions = more attacks, which means that sheer numbers provide an advantage. Also, even a CR 1/2 creature can have around 40 HP, which the fighter can't casually dispatch with a multiattack or a warlock with an Eldritch Blast (unless you follow in CR's footsteps and drip out your players to the nines with magic items), so multiple actions or a spell slot go into taking down just one mook. People would understand this more if they read the DMG and understood the design intentions of the system, but I have seen 5e DMs outright tell prospective DMs to not bother with the DMG as "the only thing worth reading in it is the loot tables." This stuff might seem obvious, but it isn't when one hasn't played any other system and has to contend with Critical Role and the horrible 5e modules that have been coming out lately. New DMs try to tell their amazing stories, and complain that their game called "Dungeons & Dragons" is balanced around dungeons.

CR 0.5 creatures tend to have around 20 hp, not 40. At 5th level, when multiattacks come online, a Fighter can easily do 20+ hp of damage on a turn, so four hobgoblins is just a pointless fight by that point. You need at least 8-10 of them to pose a challenge.

The key thing to remember with 5e is that it borrows from 4e's philosophy of expecting players to exploit synergies. Player damage output can really shoot the moon if they're being smart.
 
Giving player levels to enemies like bugbears and hobgoblins makes them more interesting. I’ve used old bugbears I rolled up and never got to play as earlier encounters and have enjoyed the battles more than just what the MM has.
 
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@Steinercard You're reply-bugged (I assume it has something to do with post length, always seems to happen with longer stories) but this seems like a cool approach to making a world have some liveliness that really feels organic, since the events that the PCs may be encountering aren't all being made-to-order by a single person. It sounds like a lot of fun, I hope you'll give occasional updates on how things progress!
 
Has anyone played numenera before? Someone in our playgroup wants to do a game next week before we play D&D and I’m not sure about it. On one hand it’s a Monty Cook game, on another it’s not super popular from what I’ve seen.
 
Honestly, if you're having to put your kobolds through what amounts to West Point Military Academy so they can challenge your PCs, you need to rethink the encounter. Pick something tougher: hobgoblins, orcs, gnolls, or something exotic.
That's a thing that annoys me about overly prepared monsters: they often go against the creatures' stated intelligence, characterization, location and/or context.

Take Tucker's Kobolds, for example. Kobolds are on average Int 8. They're dim and cowardly creatures. They might be known for their traps, but it's lore passed down from generations, it's not a genetic trait. So if the trapmasters get killed, the rest of the pack has to re-learn the know-how they lost. Sure, occasionally you'll find a super-genius among them with Int 14. But even a genius still needs to learn from experience, so they have to survive a couple encounters with powerful foes before being able to craft ambushes specifically designed to take on them. And the odds of a young kobold, no matter how smart, surviving even a single encounter with a well-equipped party of adventurers, with their elders throwing them ahead like cannon fodder while they themselves try to escape, are pretty damn low. And then there are all the materials and preparation and coordination and morale requirements to implement a complex plan that requires kobolds to face danger directly.

Could a tribe of kobolds holed up somewhere and fed a diet of steadily more powerful enemies like some weird reverse tower defense game come up with a set of Saw-style traps and tactics guaranteed to kill anything short of an archmage intruding into their lair? Maybe, but it would take many generations and it would stretch credibility. And at that point instead of adventurers you'd have the aforementioned archmage showing up at the door, casting Earthquake, and performing Rocks Fall Everybody Dies on the whole tribe.

(Ironically, the gimmick for Tucker's Kobolds would work a lot better with Goblins, particularly Hobgoblins. But it would still require a lot of planning, preparation and materials that monsters holed up in a dungeon are unlikely to have, or even acquire through raiding.)

In the end, this all reeks of petty "why did the giant caustic ooze wait patiently above the doorway to drop on us, even though there were perfectly tasty goblins just behind that barricade 15 feet away?" GM-vs-Player dungeon design. It only exists to turn what should be a fun and harmless power fantasy about fighting imaginary monsters into a frustrating mess. The best way to handle an encounter is to remove the enemy's agency and preemptively counter their actions. When the players do it, they're solving the puzzle the GM presented them. That's the point of the game. When it's the GM doing it, it's unfair because players are fettered by their characters' abilities and resources, while the GM has literally only his imagination as the limit.

I guess that's why modern RPG "writers" have been focusing so much on "cooperative storytelling" and "GM-less" systems. They see the potential for abuse inherent in the GM having complete power over the setting, and think that has to be "fixed" somehow. And yet these same people soundly ignore the DMG and other GMing resources that always preach you should strive to provide a fun experience for all involved.
 
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Has anyone played numenera before? Someone in our playgroup wants to do a game next week before we play D&D and I’m not sure about it. On one hand it’s a Monty Cook game, on another it’s not super popular from what I’ve seen.

It's a Monte Cook game. One class can manipulate numens, the thing the game is named after. There's also a thief and fighter and maybe expansions added more classes that don't matter.
 
Has anyone played numenera before? Someone in our playgroup wants to do a game next week before we play D&D and I’m not sure about it. On one hand it’s a Monty Cook game, on another it’s not super popular from what I’ve seen.
Anything that Monte Cook has had a hand in developing, I'm going to probably view askance.
 
I know Monte Cook’s got a fetish for wizards so I’m not sure if I’d enjoy it, but these guys don’t seem to play many other TTRPGs outside of D&D 5e.
 
I skimmed the Numenera stuff when it first came out, the setting itself was interesting but the system rubbed me the wrong way. It was a pseudo-storygame system with stuff like, "Oh, you can do whatever, but the GM will randomly say that you fucked up and if you agree you get experience!" Not nearly my cup of tea.

In the meanwhile I've been running a shadowrun game where the team is outright allergic to negotiation. There was a sleazy corp VP low-level exec that was involved in a thing that they were involved in, I made it dirt easy to find out the office he works from and expected them to go pay him a visit at his office and speak with him, maybe do some blackmail, that sort of thing. Instead they bent over backwards to infiltrate the housing complex he lived in, break into several apartments since they didn't know which one was his, then abduct him and beat his face for the information they wanted. Later there were a couple of shitty street gangs having a squabble over some territory, the team massively outgunned either group and I figured they'd just stroll in and do some social checks. Instead they full-on assaulted both gangs and murdered the hell out of a bunch of rando punks. I need to work out some scenarios that they can't just shoot their way through with impunity.
 
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