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

The party very rarely moves as quick as the GM's imagination.
Story of my life. I have a entire folder full of things that were ignored/abandoned by the party (as is their prerogative) or things that I think of and want to happen in the future. The good thing is that n the unlikely event I actually organize those notes, I'm sure I'll have one shots and mini-campaigns for days.

A lot of that is my fault because I gave them a bunch of different places they could travel to that has clues or steps toward the party's goal. I even asked them to just let me know a couple days in advance where they've decided so I can focus on one place, and they're cool so they're usually decide much quicker than that. Be that as it may, in that time where they figure out what they want to do in what I assume is a secret scheming chat (which is also their prerogative), I'll get to thinking about one of those options and start writing stuff down.

Good news is they're in a part of the world that I did a lot of prep work on about 4 months ago and now I get to use it all now. Honestly it's kind of a chaotic and unorganized way to run but it's worked well for me in the past. The only real danger is if I start to get bored with everything, which is usually when I start looking through old Dungeon Magazine modules looking for something I can plug into the world. Now that I think of it, next time I start doing that I'll have to catch myself.
 
his homebrew is based off of his old character

No. Nope. Nope nope nope nope. Noooooo-hooo. Nope. No sir. Uh-huh. Negatory. No way Jose. Abort. Abort.
There is not enough "No" in the english language for a campaign based around a DMPC.

Well, unbeknownst to any of us at the time, there was actually a time limit before the whole place went kablammo, but we barely did any exploration due to the effects of the instability scaring us off (as an example, one party member became mute and we had no clue how to fix it, so she was silenced for a couple sessions until it could be deus ex machina'd away). We were still a pretty low-level party and we had no idea what lay in this sprawling forest, no clue where to go, and a lot of very unhelpful NPCs giving us contradictory information. To be fair, everyone was slowly losing their sanity, but still, kind of hard to navigate a scenario like that.

Redflag #2. If there is a ticking clock, the PCs need to know about it from the outset (or near the outset) in nearly every case.
There are some exceptions like if you are exploring a space station where it is going to blow up no matter what and the final countdown is part of the adventure, so discovering you are the clock early just means you won't have a mad last-second dash to the escape pod.
Or if you are setting expectations that "Yo, you are fighting a dimension-imploding big bad. When you star-gate around, you'll need balance achieving objectives with making sure reality won't collapse around you" then letting them discover it at the last second is ok. But given point one about a DMPC....

Also sounds like DM is falling into the trap of giving PCs more than they should be able to handle as way to emphasis danger. Unless you are doing a session where PC death is anticipated, that's never a good idea. And unless you're doing something like Paranoia or DCC where extreme mortality rates are expected, if you bust that on them right out the gate, it'll likely sap player morale.

Anyway, we fail to figure out where his character fucked off to, so we left to avoid going even more crazy, and off-screen the entire demiplane exploded. Right after that is when the Spelljammer stuff started, and that's been its own can of worms.[/SPOILER]
The issue that I see with the campaign as a whole is that his character is built up to be very important, but he has given practically zero clues as to how we'd track him down beyond a vague "he went off to slay a dragon." Clearly we need to figure out where he is so that a bunch of shit can be fixed, but nothing seems to be leading that way. I also think he didn't really test the rules of his homebrew scenario very well, and he underestimated how cautious we would be with all the psychic craziness affecting us constantly. And since then, aside from some other characters having heard of him before, we still have nothing to go off of.
"Even when Poochie isn't on screen, everyone should be asking "Where's Poochie?" See point one.

Your DM needs to learn how set goals and give hints. Or maybe he does and you aren't getting them. In any case what he's trying to do isn't working. No one likes railroading, but he needs get your asses back on the train until everyone gets a better understanding of mutual expectations.
Also psychic crazy shit never goes good.

Do you think it would be good for me to offer again to help him with fixing the campaign?
No. This is his Character's special snowflake time. You are not supposed to mettle, you are supposed to read his mind and do what he wants you to do when he wants you to do it.

Honestly, I think it would be better everyone for that campaign to be boxed, everyone mediates on lessons learned, and this is never mentioned again as you do something new.
 
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There is not enough "No" in the english language for a campaign based around a DMPC.
There's this thing I've always wanted to do where I would shove a DMPC in the game. Follow all the tropes. He'd be stronger than the party, declare himself the leader, be the coolest dude ever, etc etc etc. Then make him utterly evil and awful, the DMPC to end all DMPCs. Do shit like start tormenting commoners and ganking pieces of treasure I know the party would want. Make sure the party slowly grew to hate him through slow measured steps of fuckery.

The optimal result would be that the party bands together in a glorious rebellion and kills the fucker. The problem with that is that some players would figure out what I was up to immediately and the surprise would be lost. The other kind of group may never stand up to him in the first place and end up resenting me as a DM and end up not having fun. I suppose eventually I could spell it out for them but the goal would be to have the group rebel against the inherent bullshit of a DMPC, kill him, and then just receive a congratulations and a pile of powerful gear as their reward.

As fun as that sounds I've never been able to quite wrap my head around making it work the way I think I would want it to go down. Could be fun if a group of people figured it out half way through an adventure I suppose. Probably a shitty idea hence my reservations.
 
No. Nope. Nope nope nope nope. Noooooo-hooo. Nope. No sir. Uh-huh. Negatory. No way Jose. Abort. Abort.
There is not enough "No" in the english language for a campaign based around a DMPC.
To be fair, he has no intentions of actually doing a lot with the character because it's not that fun for him to play with it anymore. To me (again, can't read minds), this seems like a last hurrah, a way to get one more use out of the character by using his disappearance as the backdrop for a campaign. The character itself might be overpowered, but he does have a tendency to get lost in his own world and wander off doing his own thing, which is probably why he poofed in the first place.
Redflag #2. If there is a ticking clock, the PCs need to know about it from the outset (or near the outset) in nearly every case.
There are some exceptions like if you are exploring a space station where it is going to blow up no matter what and the final countdown is part of the adventure, so discovering you are the clock early just means you won't have a mad last-second dash to the escape pod.
Or if you are setting expectations that "Yo, you are fighting a dimension-imploding big bad. When you star-gate around, you'll need balance achieving objectives with making sure reality won't collapse around you" then letting them discover it at the last second is ok. But given point one about a DMPC....

Also sounds like DM is falling into the trap of giving PCs more than they should be able to handle as way to emphasis danger. Unless you are doing a session where PC death is anticipated, that's never a good idea. And unless you're doing something like Paranoia or DCC where extreme mortality rates are expected, if you bust that on them right out the gate, it'll likely sap player morale.
That was probably the biggest issue, the design of the realm wasn't really tested out in any way. He told me after the fact that it really wasn't that dangerous at all and was balanced around our level, as long as we didn't do anything really stupid. The problems with the scenario, however, were many, and I told him about them in retrospect:
  • The whole realm was basically one giant forest maze that we didn't have a map for, so it fell to me to try and draw out a map as we went. One character did happen to find a model of the whole realm towards the end of our time there, but we never got to use it.
  • The psychic disturbances were generally harmless, but they really hampered exploration. The mechanic was that, every 3d10 minutes, anyone who failed a sanity check would be affected in some way for several minutes, whether blacking out or running in fear. Failing three times (in a row, I think) would incur a permanent effect, like the party member that got muted. There were apparently numerous safe zones, but again, no map meant no way to figure out how far the next one was. And when that member got muted, that made everyone want to get the fuck out. The result was that we were incredibly cautious and hesitant to explore.
  • Pretty much every NPC in the realm was mostly unaware of the bigger picture and of the DMPC (lots had been transported there without knowing why), and many of them thought that they were the actual rulers. Due to the psychic storms, any information we got was likely contradictory, and we couldn't glean who was trustworthy.
  • On top of this, we were given little clues on how to proceed, and what we did get felt like it was nothing but dead ends. As an example, we reached the tower where all this shit was emanating from, but it was utterly gigantic and had no obvious entrances. Things like that made it frequently feel like there was no path forward.
  • The aforementioned ticking clock element. There were hints about how the storms had been getting worse, but that was about it. By the time we went back, it had exploded off-screen, leaving only a chunk floating around in the Astral Plane.
In short, he built a scenario for open-ended exploration, but the design accidentally hampered our desire to want to explore.
"Even when Poochie isn't on screen, everyone should be asking "Where's Poochie?" See point one.

Your DM needs to learn how set goals and give hints. Or maybe he does and you aren't getting them. In any case what he's trying to do isn't working. No one likes railroading, but he needs get your asses back on the train until everyone gets a better understanding of mutual expectations.
Also psychic crazy shit never goes good.
Agreed on all points. A mystery where everyone's saying "fuck if I know" isn't a mystery, it's just twiddling your thumbs while waiting for something to happen. Even more so when many of the NPCs are crazy and couldn't tell you anyway. There was the occasional bit of information that hinted at the overall story, but it was easy for that to get lost in the shuffle.

Lesson learned, though, no more psychic bullshit. Gonna put the kibosh on that if he even thinks about it again.
No. This is his Character's special snowflake time. You are not supposed to mettle, you are supposed to read his mind and do what he wants you to do when he wants you to do it.

Honestly, I think it would be better everyone for that campaign to be boxed, everyone mediates on lessons learned, and this is never mentioned again as you do something new.
You might be a bit harsh here, but I think the gist of it still holds. He's honestly not an obnoxious player or DM, I think he just got way in over his head in his homebrew and was too impatient to wait to spring it on us. If it had had some more time in the oven and he'd removed or tweaked some of the aspects, I think it could have turned out fine. Hell, he could have removed the realm's destruction entirely without our knowledge, but he said he didn't want to change things after he'd committed to them, so that's on him.

I'd rather not put my character on a bus forever (he's my first D&D character, based off of a character I made in my childhood with my brother), so I'd like to try to resolve this so I can still use him in the future. But shelving might be easier in the long run. I'll update if we ever get back to it, but your advice is much appreciated either way.
 
There's this thing I've always wanted to do where I would shove a DMPC in the game. Follow all the tropes. He'd be stronger than the party, declare himself the leader, be the coolest dude ever, etc etc etc. Then make him utterly evil and awful, the DMPC to end all DMPCs. Do shit like start tormenting commoners and ganking pieces of treasure I know the party would want. Make sure the party slowly grew to hate him through slow measured steps of fuckery.

The optimal result would be that the party bands together in a glorious rebellion and kills the fucker. The problem with that is that some players would figure out what I was up to immediately and the surprise would be lost. The other kind of group may never stand up to him in the first place and end up resenting me as a DM and end up not having fun. I suppose eventually I could spell it out for them but the goal would be to have the group rebel against the inherent bullshit of a DMPC, kill him, and then just receive a congratulations and a pile of powerful gear as their reward.

As fun as that sounds I've never been able to quite wrap my head around making it work the way I think I would want it to go down. Could be fun if a group of people figured it out half way through an adventure I suppose. Probably a shitty idea hence my reservations.
That's the plot of The Boys, but in a fantasy setting.
 
@King Dead
To be fair, he has no intentions of actually doing a lot with the character because it's not that fun for him to play with it anymore. To me (again, can't read minds), this seems like a last hurrah, a way to get one more use out of the character by using his disappearance as the backdrop for a campaign. The character itself might be overpowered, but he does have a tendency to get lost in his own world and wander off doing his own thing, which is probably why he poofed in the first place.

The problem is he likes his old character, and had basically made them the Deus Ex Macguffin that will fix everything. He homebrewed a whole setting that makes his character at least partly responsible for saving the day. That tells me he's a little too invested in the fate of his old character.
I'm not going to say its impossible he's doing this correct and isn't over invested, but its like smoking meth - sure there is that one guy out of ten million who can smoke meth just that one time and just be "naw, thanks not for me" in the future, but the odds say you are not that guy, so you really just shouldn't.

That was probably the biggest issue, the design of the realm wasn't really tested out in any way. He told me after the fact that it really wasn't that dangerous at all and was balanced around our level, as long as we didn't do anything really stupid. The problems with the scenario, however, were many, and I told him about them in retrospect:

I totally get that. I think most any DM experiences that, where the players are drowning themselves in water two feet deep. Also the Random Table dropping an item/encounter towards the end when it doesn't do much good.

The whole realm was basically one giant forest maze that we didn't have a map for, so it fell to me to try and draw out a map as we went.
Unless mapping is a common theme in your games, that's sort of BS unless he called out "yo someone should probably keep a map"
Its fun to let the party discover this and start mapping without you having to tell them, and that is the GM dream. But sometimes you need to live in reality.
In some of my OSR games, I'm always at an impass. The map the players draw for themselves is always better than the map I'm using. Its got notes, and is almost an adventure record. OTOH I am also super super against needless busy work.

The psychic disturbances were generally harmless, but they really hampered exploration.
This sounds like a "needed more time in the oven" portion. because it sounds like the permaffects were supposed to be a punishment for fucking around and finding out, but seems like his dice exploded and delivered badness early.

The right way forward is to tilt the screen and just tell the party "Look there was a bad roll. This area isn't that bad, just explore and really work to find safe areas even if it means giving up on some treasure". Sounds like your GM hasn't learned when to do that yet.

The aforementioned ticking clock element. There were hints about how the storms had been getting worse, but that was about it. By the time we went back, it had exploded off-screen, leaving only a chunk floating around in the Astral Plane.

Actually, as long as there wasn't anything further to do in that realm, I'm going to give that to him. It sounds like the realm's explosion was always planned, and it didn't effect the party as it happened off screen. It sets the scope of the threat (planar collapse) and establishes there's a ticking clock in the future. So I'm going to guess there's some missing context, but 10,000 foot view its alright in principal.

And this might just be some expectations disconnect. Like I said, if the GM does keep going with this, he needs to toss everyone back on the train for a few sessions so they can learn how they're supposed to deal with these situations, and lets him limit the sidequest creep.

Agreed on all points. A mystery where everyone's saying "fuck if I know" isn't a mystery, it's just twiddling your thumbs while waiting for something to happen. Even more so when many of the NPCs are crazy and couldn't tell you anyway. There was the occasional bit of information that hinted at the overall story, but it was easy for that to get lost in the shuffle.

Lesson learned, though, no more psychic bullshit. Gonna put the kibosh on that if he even thinks about it again.

What a lot of people forget (myself included) is that D&D is an overclocked wargame. There isn't a lot of good mechanisms for "mystery" , "detective style investigation" or "psychic bullshit", you need to accept it and move on.

There was some advice I saw that rings true which is "You shouldn't try to red-herring or obfuscate the truth on mysteries. Your players will do that for you." This doesn't mean giving out the solution at the outset. But they should automatically get the needed clues to unravel what's going on as long as they got to the right place and did the needed legwork - but that doesn't mean the party should just get them. Better rolls/better plans should just make it easier & less costly to get those clues.

I.E. If there is some obscure information in the library, the party should have that information when they leave the library, even if they are all INT 3 barbarians. Where the character skills, and player planning, should come into play is how long/how costly getting that information is. A party of scholars will have that shit in 10 minutes, a party of orcs might take much longer.

in your "no way into the tower" example, I'd make sure the party knew very clearly "the thing you need is inside that tower", and make it apparent there is a way in. Then I'd see how the party does trying to find out how to get in. If they start running out of ideas, call uncle, or otherwise get frustrated, I'd call for some sort of relevant skillcheck and use that determine how much finding the entrance to the tower costs them.

You might be a bit harsh here, but I think the gist of it still holds. He's honestly not an obnoxious player or DM, I think he just got way in over his head in his homebrew and was too impatient to wait to spring it on us. If it had had some more time in the oven and he'd removed or tweaked some of the aspects, I think it could have turned out fine. Hell, he could have removed the realm's destruction entirely without our knowledge, but he said he didn't want to change things after he'd committed to them, so that's on him.

Even GM wishes the players would be able to be mind readers some times. I mean look at @Mr. Manchester 's campaign goal; it wouldn't work unless you pretty much had a table of mind readers (and he acknowledges that).

What I'm saying is your help has already been rebuffed. This is his old character, one he liked so much he built a entire campaign around them. he is very clearly wanting you guys to do this adventure, do in a specific way (with some variability) and give his character a trip to valhalla where you guys are always talking about "Oh man remember Selfinset the Great? He was so much fun. I wish we could do something with him again". This is a very human urge.
He doesn't want you to "fix" the campaign, he wants the players to fix themselves so he can run the campaign as he envisioned.

It sounds like your GM hasn't established the needed maturity & seasoning to accept that players are grubby little gremlins who will shit all over plans, knock off parts, and then dry-hump the larger fragments. You need to not be too attached, which is they DMPC is widely considered the hallmark of failure. It usually demonstrates too much attachement.

I'd rather not put my character on a bus forever (he's my first D&D character, based off of a character I made in my childhood with my brother), so I'd like to try to resolve this so I can still use him in the future. But shelving might be easier in the long run. I'll update if we ever get back to it, but your advice is much appreciated either way.

Just bring characters to the new game. You said everyone seemed to still be having fun - just do a new campaign, same characters.
 
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In cases like inherently evil/good races or monsters, it should be pretty simple to justify why they remain evil. It's literally in their nature. They're not human, they do not think like humans, and they do not react to stimuli as humans, and their free will is limited by their nature.
A great example for this is "The Witches" by Roald Dahl. The reason why witches hate children so much they want to kill every single one of them is because to them Children smell extremly disgusting and this stench drives them mad.

Evil creatures have their place in fiction and WOTC is a bunch of cucked, pathetic bastards. I hope they go bankrupt.

Imagine how boring fairy tales would be without the evil witch from Hansel and Gretel, the wolf who wants to eat little red riding hood, Rumpelstilzkin, Bluebeard and so on. Children have loved these stories for centuries.

WOTC lost the abillity to do fantasy and replaced with boring, repulsive wokery.
 
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The irony of the new “players” wanting this is that the purpose of the book alignments is primarily to allow newcomers to move from table to table and talk to people in the community without being confused and consequently discouraged from playing the game. By having a default position for each race it both gives a player an idea of what is happening with minimal complications while it also eases the work for DMs as players don’t need to constantly be lore dumped (or more likely roll for insight 20 times) to find out if they have to fight the big orc blocking the road is evil or not. It’s not like book rules have ever stopped people from playing the game in their ideal way anyways in fact I would say 5e is borderline unplayable by the book. I honestly believe that part of their issue is that most new people who actually try out the game can’t DM good (it’s a acquired skill) and instead run the campaign books which follow standard fantasy tropes and stop functioning if you change anything. And then they post to their corner of Reddit “book bad” before they can consider they might be the problem.

In my current campaign I have made obligatory fantasy China continent and populated it mostly with lawful neutral Yuan-ti, snake china’s existence is proof of something I don’t think anyone doubted you could do in the first place
 
@Ghostse
There was some advice I saw that rings true which is "You shouldn't try to red-herring or obfuscate the truth on mysteries. Your players will do that for you." This doesn't mean giving out the solution at the outset. But they should automatically get the needed clues to unravel what's going on as long as they got to the right place and did the needed legwork - but that doesn't mean the party should just get them. Better rolls/better plans should just make it easier & less costly to get those clues.

I.E. If there is some obscure information in the library, the party should have that information when they leave the library, even if they are all INT 3 barbarians. Where the character skills, and player planning, should come into play is how long/how costly getting that information is. A party of scholars will have that shit in 10 minutes, a party of orcs might take much longer.

in your "no way into the tower" example, I'd make sure the party knew very clearly "the thing you need is inside that tower", and make it apparent there is a way in. Then I'd see how the party does trying to find out how to get in. If they start running out of ideas, call uncle, or otherwise get frustrated, I'd call for some sort of relevant skillcheck and use that determine how much finding the entrance to the tower costs them.

When I do anything vaguely puzzly in my games or that requires thinking or investigating I try to imagine I'm designing an easy text based computer adventure game. All the information and important objects that are worth checking out are highlighted by my descriptions and everything required to move forward is not locked behind skillchecks or anything beyond looking under some carpets or tapestries. And if they start failing that I'll just give them some passive perception hints.

I guess the tl;dr is: nothing critical is ever so fucking hidden that the session grinds to a halt while the PCs attempt to decipher my internal moon logic or combine the right verb and noun to move forward. The amount of times I've been in games where the party devolves into reading the DMs mind to resolve something that appears obvious but in an unfun way is... many. Very frustrating. Worst case is it's too easy and maybe moving forward you can adjust the amount of help and highlighting you do for them.

Unsure how other more veteran DMs handle it but I think there's nothing wrong with hiding bonus loot behind more complicated and clever methods of discovery but highlighting them and then making it a painful trial and error to solve is always a no-no in my books.
 
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@Ghostse


When I do anything vaguely puzzly in my games or that requires thinking or investigating I try to imagine I'm designing an easy text based computer adventure game. All the information and important objects that are worth checking out are highlighted by my descriptions and everything required to move forward is not locked behind skillchecks or anything beyond looking under some carpets or tapestries. And if they start failing that I'll just give them some passive perception hints.

I guess the tl;dr is: nothing critical is ever so fucking hidden that the session grinds to a halt while the PCs attempt to decipher my internal moon logic or combine the right verb and noun to move forward. The amount of times I've been in games where the party devolves into reading the DMs mind to resolve something that appears obvious but in an unfun way is... many. Very frustrating. Worst case is it's too easy and maybe moving forward you can adjust the amount of help and highlighting you do for them.

Unsure how other more veteran DMs handle it but I think there's nothing wrong with hiding bonus loot behind more complicated and clever methods of discovery but highlighting them and then making it a painful trial and error to solve is always a no-no in my books.

With rare exceptions, I make sure my puzzles have three solutions:
The correct solution. A secondary "lesser victory"/"costlier victory" and a mulligan "we give up". I'll almost always let the party roll for hints.

Like you said, there is nothing that kills a session more than being side tracked by a frustrating puzzle. OTOH, it can be lots of fun to work on a puzzle. I have learned giving the party hints about the lesser and/or Mulligan options tends to make them more willing to solve a puzzle they're close on, since they know they have an option that lets them just tap out.
 
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@Ghostse


When I do anything vaguely puzzly in my games or that requires thinking or investigating I try to imagine I'm designing an easy text based computer adventure game. All the information and important objects that are worth checking out are highlighted by my descriptions and everything required to move forward is not locked behind skillchecks or anything beyond looking under some carpets or tapestries. And if they start failing that I'll just give them some passive perception hints.

I guess the tl;dr is: nothing critical is ever so fucking hidden that the session grinds to a halt while the PCs attempt to decipher my internal moon logic or combine the right verb and noun to move forward. The amount of times I've been in games where the party devolves into reading the DMs mind to resolve something that appears obvious but in an unfun way is... many. Very frustrating. Worst case is it's too easy and maybe moving forward you can adjust the amount of help and highlighting you do for them.

Unsure how other more veteran DMs handle it but I think there's nothing wrong with hiding bonus loot behind more complicated and clever methods of discovery but highlighting them and then making it a painful trial and error to solve is always a no-no in my books.

With rare exceptions, I make sure my puzzles have three solutions:
The correct solution. A secondary "lesser victory"/"costlier victory" and a mulligan "we give up". I'll almost always let the party roll for hints.

Like you said, there is nothing that kills a session more than being side tracked by a frustrating puzzle. OTOH, it can be lots of fun to work on a puzzle. I have learned giving the party hints about the lesser and/or Mulligan options tends to make them more willing to solve a puzzle they're close on, since they know they have an option that lets them just tap out.


I was just reading through a couple of CoC adventures, and I was reminded how bad CoC is for this problem, regardless of how much I love (or want to love... It's an abusive relationship) Call of Cthulhu.

I call it "save verses stupid", or "roll to have fun". One of the CoC adventures I was reading had no less than two hard failure points in the first <30 minutes of the adventure where, if you made the wrong decision - and you had no way of knowing what the right decision was, and in one of the cases the right smart, logical decision was the wrong decision - you had to make what amounted to "roll to see if we call the game here and go get taco bell".

I know CoC refers to it's players as "investigators", and it's supposed to be a mystery horror game, but outside of the top tier of published adventures, or in the hands of anything but a fairly skilled game master, it devolves into a game of pixel-bitching, moon-logic-guessing unfunnery far too easily.

There's a philosophy out of the "Nu Gaming" movement that I actually agree with - failure should be interesting. Everyone is there at the table to have fun. Everyone has scheduled it into their day, travelled to get there, spent money on supplies/snacks/etc. Sitting around getting angry for three hours because you can't guess that you have to paint a mouse with glow in the dark paint and shove it up the invisible man's asshole, or having two of the four players die 30 minutes into an adventure and just have to go watch TV for the rest of the night? Those things aren't fun.
 
@Ghostse


When I do anything vaguely puzzly in my games or that requires thinking or investigating I try to imagine I'm designing an easy text based computer adventure game. All the information and important objects that are worth checking out are highlighted by my descriptions and everything required to move forward is not locked behind skillchecks or anything beyond looking under some carpets or tapestries. And if they start failing that I'll just give them some passive perception hints.

I guess the tl;dr is: nothing critical is ever so fucking hidden that the session grinds to a halt while the PCs attempt to decipher my internal moon logic or combine the right verb and noun to move forward. The amount of times I've been in games where the party devolves into reading the DMs mind to resolve something that appears obvious but in an unfun way is... many. Very frustrating. Worst case is it's too easy and maybe moving forward you can adjust the amount of help and highlighting you do for them.

Unsure how other more veteran DMs handle it but I think there's nothing wrong with hiding bonus loot behind more complicated and clever methods of discovery but highlighting them and then making it a painful trial and error to solve is always a no-no in my books.

Anything puzzle-y has to be okay to fail. If they don't find the +3 sentient sword, fine. If they fail to discover where the source of the plaguerot sludge is, then plaguerot sludge just continues to be a problem in the area. If they can't figure out how to seal away the demon, then the demon gets loose, ravages the town, and now they are on their back foot, hiding out warrens and caves, trying to avoid the demon while they make a hideous bargain with a night hag to eventually get strong enough to kill the demon outright, with the horrible price that one of the characters will be turned into the night hag's personal flesh golem servant.

One thing to keep in mind is that failure should still be fun. And that means that failure is not about grinding things to a halt. It isn't a TPK and the end of the game. It means, at worst, that now we are gaming in a blasted-out hellscape ruled by the physical manifestation of Bahamut. Everyone in the original party is long dead. The current PCs are carrying on the legacy, seeking someway to unfuck the world that the idiots in the last party managed to ruin. But it's still fun.
 
So I was ranting about nu-Dragonlance in another server after finding out a preview of the 1st chapter was out. (Meandering start! No Gully Dwarves! Subjective morality! Kender really don’t steal?! No dignity!). I’ll let you guys rant more if you want, but while I did so, I had a realization.

How much of Dragonlance lore would be fixed if it ditched the 3x3 alignment system and just switched to the old BECMI system of Law, Neutrality, and Chaos? I don’t know if it fixes everything about it, but it does fix the supposedly good Kingpriest acting Lawful Evil.
 
So I was ranting about nu-Dragonlance in another server after finding out a preview of the 1st chapter was out. (Meandering start! No Gully Dwarves! Subjective morality! Kender really don’t steal?! No dignity!). I’ll let you guys rant more if you want, but while I did so, I had a realization.

How much of Dragonlance lore would be fixed if it ditched the 3x3 alignment system and just switched to the old BECMI system of Law, Neutrality, and Chaos? I don’t know if it fixes everything about it, but it does fix the supposedly good Kingpriest acting Lawful Evil.

It would sort of torpedo the whole Three Moons of Magic, White/Red/Black Robe wizard thing.
 
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So I was ranting about nu-Dragonlance in another server after finding out a preview of the 1st chapter was out. (Meandering start! No Gully Dwarves! Subjective morality! Kender really don’t steal?! No dignity!). I’ll let you guys rant more if you want, but while I did so, I had a realization.

How much of Dragonlance lore would be fixed if it ditched the 3x3 alignment system and just switched to the old BECMI system of Law, Neutrality, and Chaos? I don’t know if it fixes everything about it, but it does fix the supposedly good Kingpriest acting Lawful Evil.
I personally think Krynn sucks ass as a setting IMO, but for the interests of preventing parasitic hack-frauds with no talent and an army of disposables to do the skull sweating, they can go fuck themselves for treating the writers of the setting like shit and changing shit with no understanding.

I can at least honestly say that, for all I think the Dragonlance books were hideously overrated.
 
There's a philosophy out of the "Nu Gaming" movement that I actually agree with - failure should be interesting. Everyone is there at the table to have fun. Everyone has scheduled it into their day, travelled to get there, spent money on supplies/snacks/etc. Sitting around getting angry for three hours because you can't guess that you have to paint a mouse with glow in the dark paint and shove it up the invisible man's asshole, or having two of the four players die 30 minutes into an adventure and just have to go watch TV for the rest of the night? Those things aren't fun.

I like it as a "things to think about" but not a rule.
Not every failure should interesting, though I do admit that the thing I hate to say the most as a GM is "Nothing Happens"/"It didn't work", but often that's the quickest way forward since trying to make something "interesting" happen would at best take time and at worse would red herring them down a dead end because "The GM said two complete sentences! This is the right way!".

Anything puzzle-y has to be okay to fail. If they don't find the +3 sentient sword, fine. If they fail to discover where the source of the plaguerot sludge is, then plaguerot sludge just continues to be a problem in the area. If they can't figure out how to seal away the demon, then the demon gets loose, ravages the town, and now they are on their back foot, hiding out warrens and caves, trying to avoid the demon while they make a hideous bargain with a night hag to eventually get strong enough to kill the demon outright, with the horrible price that one of the characters will be turned into the night hag's personal flesh golem servant.

One thing to keep in mind is that failure should still be fun. And that means that failure is not about grinding things to a halt. It isn't a TPK and the end of the game. It means, at worst, that now we are gaming in a blasted-out hellscape ruled by the physical manifestation of Bahamut. Everyone in the original party is long dead. The current PCs are carrying on the legacy, seeking someway to unfuck the world that the idiots in the last party managed to ruin. But it's still fun.

Right. It has to be OK to fail or at least try again later.
Maybe there's a bullshit moon logic riddle, but that can avoided by getting the heirloom magic sword from the local noble to unlock the family crypt.

I wouldn't so far as to say that failure should be fun, but it shouldn't halt the game. Its BEST if failure makes something interesting happen, but the game should be kept rolling (or I guess an option to keep rolling provided. If the players want to keep torturing themselves, ok I guess).

If there is just some optional treasure, yes, it is likely to be locked behind moon-logic puzzle, figure it out or don't. The players can just give up and come back later. If its needed to pass, there will be some form of "Kick in the door" solution - doing that causes some negative consequences like maybe it brakes a vial of acid and you take 2d6 acid damage inhaling the acrid fumes. Or the entire dungeon knows you are there. Or it activates the tomb guardians. But that's all stuff the party can deal with, the game isn't stuck waiting for them to realize the solution was "Egg" because while Owlbears do give birth to live young, that is only because they are internal gestators. If you have simply talked to the guy in the green cloak at the bar he was a local naturalist and would have told you if you asked about Owlbears. Gawd, no one wins at D&D but you are trying very hard to lose.
 
So a game setting was released this week called “Mythic Polynesia”. Can you guess the reaction on Twatter and RPG.net? It’s only the beginning, but it’s started. Basically this book is evil colonialism in action. That publisher is gonna get cancelled.

Someone actually warned the author a few months ago that they’d better get ready to be blackmailed, blacklisted and banned for not hiring a “sensitivity reader”. But they didnt give a fuck LOL
 
The usual loony bin stuff, and of course they are already trying to get the book banned and the author raked over the coals.

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Puzzles have to fulfill at least one of three pre-requisites:

1 - Be either braindead-simple, or solvable through trial and error. Think round-peg-in-round-hole toddler toys, or the switch puzzles in Duke Nukem 3D and other games of that era. You've got 4 on-off switches and no matter the correct solution you have only a grand total of 16 possible combinations. No matter how dense the players are, there's only so long they can get stuck on it.

2 - Be completely optional. That way if the players do solve it they can feel clever about it. Whatever prize is behind it, it won't be vital for the story or the rest of the adventure/dungeon. Either way, these can be as obtuse and Myst-like as you'd like.

3 - Have an alternate, usually brute-force solution that comes with a cost. The puzzle is the mechanical equivalent to a trap, a dangerous situation you can disarm with the right kind of knowledge. @Ghostse already gave a couple examples, but here's a classic: a sphinx blocks the path and presents a riddle. It's a powerful monster and a dangerous foe to the party, but it's beatable. The party can choose to bash their heads against the riddle, or try to force their passage. The sphinx fights them for a while, then leaves when the party has bled enough resources to "pay" for the puzzle (or just gets killed if the party is strong enough).

(The puzzle might even have recurring consequences until it's solved. Many years ago we had a dungeon where the central "hub" room was protected by a smoke wall that wasn't solid, but dealt 1d6 damage to anyone crossing it. So every time we went through that room to get to another wing of the dungeon everybody took 2d6 damage. The puzzle was actually dead simple (all we had to do was put out the eerily-glowing brazier in the center of the room), but it took us at least three crossings to figure it out.)

Either way, puzzles should be either speedbumps, or just extra content for the players. Any puzzle that grinds the game to a halt or makes it impossible for the party to complete their objective because the players couldn't read the GM's mind is just poorly designed.
 
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