• Stamets@startrek.websiteOP
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      1 year ago

      No. By that logic, a DM would never be able to balance the game, wouldn’t be able to have a powerful BBEG, and wouldn’t be able to have powerful non-killable NPCs.

      It’s the DMs job to control the world and guide it. Reacting to them slaughtering people and destroying towns doesn’t make the DM a murderhobo. It’s simply part of the job

      • Susaga@ttrpg.network
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        1 year ago

        But you’re not balancing the game. You’re not adding a powerful BBEG. You’re putting a GOD in their path specifically to threaten the players into submission, even goading the players into action with that little “try it, bitch”. You’re showing the exact same antagonism, desrespect for the world and propensity for violence as the players are. I don’t care who did it first.

        Just fucking talk to them. Like people do. Say “hey, maybe turn down the murdurhoboing?” instead of jumping to killing them. It’s the DM’s job to mediate the game and solve disputes as they arise so everyone has fun. Do your fucking job.

        Edit: It’s always funny how unreasonably upset people get when you suggest talking through problems in a game played entirely through talking.

        • Narrator@ttrpg.network
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          1 year ago

          When I start I have a session zero with my expectations. If you cross those, I just drop you from the table. I don’t have murder hobos because I don’t let them murder. If they try I let them go. Only takes one to test that and then your game plays smooth. They know how I want to play and if they aren’t happy with it, they can run their own game.

          • Susaga@ttrpg.network
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            1 year ago

            I agree entirely, I just offer a warning first. And either way, you don’t keep playing so you can throw Bahamut at them.

      • Susaga@ttrpg.network
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        1 year ago

        Nobody said “hey, maybe turn down the murdurhoboing?”, they chose to trick the players into attacking a god.

        • I Cast Fist@programming.dev
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          1 year ago

          You see an old man with 7 canaries

          WE ATTACK HIM LOL

          The DM doesn’t need to trick the players into attacking if that’s exactly what is expected of them. This is no different from a trap in a dungeon. If the players’ first reaction to anything is killing and looting (and the game wasn’t about that from the get go), it’s a valid reminder that they better watch out for consequences.

          • Susaga@ttrpg.network
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            1 year ago

            “We attack this random old man!”
            “Gotcha! It was a Dragon God in disguise!”

            You see how it’s a trick? You see the deception?

            If you live in a high-crime area and put a shotgun trap behind your door, then you are guilty for the murder of anyone who dies trying to break into your house. Should they have tried to break into your house? No. Should you have killed them? Also no. You’re not in the right just because they’re in the wrong. It doesn’t work that way.

            Why is throwing Bahamut at the players knowing they’ll pick a fight with him a better solution than just talking to them?

            • I Cast Fist@programming.dev
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              1 year ago

              Just in case this wasn’t clear, we’re talking about a meme. There’s no “full context” behind it, it’s a quick setup for a laugh. You can’t expect to take the meme at face value, that the party became muderhobo out of nowhere and that bahamut also comes out of nowhere because the DM is a bitch.

              In a real situation, the more likely thing to happen is that the many other things the DM threw to get the players back in line failed, so it’s time to bring the big guns. It’s likely that the group had a talk out of the game discussing their situation and their possible future. Likely being the keyword here because, again, you’re assuming that this comes out of nowhere, but there’s no “real” table being discussed

              Why is throwing Bahamut at the players knowing they’ll pick a fight with him a better solution than just talking to them?

              Because it gives the players an opportunity to acknowledge that in game.

              TLDR - you’re missing the point because you’re assuming a lot of stuff that isn’t even hinted at anywhere.

              • Susaga@ttrpg.network
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                1 year ago

                You assumed my assumption, but it honestly doesn’t matter if it came out of nowhere or not. Step one is talking to the players like adults about the problem. Step two is removing a player from the game, possibly yourself. There is never enough buildup to justify introducing an OP enemy to guaranteed kill your players as a punishment. Even if there was, you should have left the game long before that point, and should leave the game now instead of firing that big gun.

                Why do players need to acknowledge it in game? That’s not where the problem is. The problem is among the players, not the characters. You don’t solve OOC problems within the game.

                I don’t think I’m the one assuming a lot of stuff and missing the point here.

                • I Cast Fist@programming.dev
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                  1 year ago

                  I don’t think I’m the one assuming a lot of stuff

                  Nobody said “hey, maybe turn down the murdurhoboing?”, they chose to trick the players into attacking a god.

                  2 assumptions here, one that “nobody said…” and also one that the DM “chose to trick the players”.

                  More importantly, there’s your implicit assumption that a chaotic murderhobo party facing bahamut in disguise can only be the result of “things going wrong”, that “someone” is making the experience bad for the DM. This is pretty clear from this bit:

                  Step two is removing a player from the game, possibly yourself

                  And how you’re replying elsewhere: “if it’s bad, just leave”. To reach such conclusion you have to assume that:

                  • “something is going wrong”
                  • nobody talked about it out of the game
                  • nobody did anything else to try avoiding the “wrong” situation
                  • there were zero “warnings” (nothing else happening in game could be said to be a hint of escalation of a problem to godly level)
                  • all players are completely oblivious to any traps or tricks the DM could set up
                  • setting up bahamut in disguise like is meant solely to kill the characters, ignoring the many different possibilities as to why he could show up (“teach a lesson”, give a warning, setup for plot)

                  There is never enough buildup to justify introducing an OP enemy to guaranteed kill your players as a punishment. Even if there was, you should have left the game long before that point, and should leave the game now instead of firing that big gun.

                  Just because you cannot think of an escalation that leads to a god showing up in a game doesn’t mean that nobody else can. Just because you can only see this setup as “rock falls, everyone dies” doesn’t mean that everybody else will use it exactly for that.

                  • Susaga@ttrpg.network
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                    1 year ago

                    What the hell is the meme you’re looking at? In the meme I see, the DM is annoyed by the current environment of murderhoboing and responds by introducing a Bahomet in a way where the players clearly don’t know who he is and haven’t met him before. The DM chose to add him, just like they chose every element of the campaign thus far and they chose to continue playing among murderhobos. The only reason Bahomet was included was as a punishment, and it’s fucking baffling you insist that’s not what’s happening.

                    I can think of several reasons to have a god show up in a game. I can only think of one reason to respond to the players being murderhobos by introducing a god in an innocent disguise and saying “try it, bitch”. What do you think is the point of the meme if not “the players are being murderhobos, so I’m going to punish them by making them pick a fight with a god”?

        • ArumiOrnaught@kbin.social
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          1 year ago

          When I’m a DM I reward people being clever or following through with hints I give them. I like having those little puzzles in the middle of a game.

          If I am running a game where I kill a party it’s because they didn’t listen to anything and were basically cutting anything that I wanted to do out.

          I don’t want to be in a dungeon crawler. Video games tend to do those better.

          I don’t want to run a dungeon crawler. I could just set up a module for people to do.

          I tell players before hand what I expect of a player. If they like it they play, if they don’t I’ll find another. It’s that simple.

          I expect an amount of bullshittery, that can be fun. But I never enjoyed participating in a murder hobo session. If my game starts out fun, then goes murder hobo direction, I’ll get my fun.

          “Don’t do x,y,z.”
          Players do x,y,z
          Party dies

          I don’t know what y’all expected.

          • Susaga@ttrpg.network
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            1 year ago

            If you don’t want to play in the type of game the other players want to play in, you leave. That’s the same for regular players and the GM. If it’s just one or two people making it less fun for other people, you kick them. No need to keep playing with them so you can punish them in game. I never get far enough in the game to punish that kind of player, because they’re already gone.

            Honestly, this runs on the same logic as murder hobos. You’re not having fun, so you decide to get your fun by ruining someone else’s.

            • Tavarin@lemmy.ca
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              1 year ago

              If you don’t want to play in the type of game the other players want to play in, you leave.

              If the DM leaves the players are dead anyway. Might as well do it with a bang.

              • Susaga@ttrpg.network
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                1 year ago

                Why? You’re not having fun playing that game. What you want to do won’t be fun for everyone else. You didn’t like the game to begin with, so there’s no point in giving it a satisfying conclusion. There are better things you could do, like setting up a game you’d prefer. Why waste your time playing that last session?

                • Tavarin@lemmy.ca
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                  1 year ago

                  Generally the frustration builds in that session. You don’t decide it will be the last session beforehand.

                  • Susaga@ttrpg.network
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                    1 year ago

                    Then why do you need to finish the session? Just quit on the spot and see what you can make of the rest of your evening.