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Challenged Distortion

- At egscomics 

Commentary

This does raise the question of what their actual plan should have been.

Listen from the tunnel a bit more, ambush with weapons drawn, and spells readied, and hopefully get them to surrender to to interrogation? Probably that, but I am not an experienced adventurer, so who knows what flaws with that plan I'm not considering.

The previous comic brought up the idea that the enemies are being knocked out instead of killed. That wasn't an intentional commentary on RPGs. I just think it fits the tone of this comic in general better if the people who stole a chicken are getting KO'd.

I should note that this is my personal preference, and not being done for some imagined person in the audience.

I think there are times when writers do things like this, and people assume it reflects the writer's perception of the audience, but it's actually what the writer themselves prefer.

Of course, the opposite happens, too.

A reader: "THIS is what you like?!"

The Author: "Not really, no. I thought it's what you wanted?"

A reader: "...How dare."

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Comments

Thisguy

What happened is pretty much what most D&amp;D party’s do. Make a plan, then someone does something without thinking, and everyone scrambles and makes it up.

Anonymous

I'm enjoying the cognitive theory theme we're getting here :)

KC

Everyone knows that the actual plan of any given DnD encounter is inevitably to scream, panic, and improvise on the fly the moment things goes tits up, which is pretty much the moment you encounter the enemy

wargrunt42

What I like about role playing is that it's multi-player story telling. There's always multiple ways to tackle any situation. Personally, I like being a rampant murderhobo that solves my problems through ultra-violence, but if the rest of the table wasn't into that, I would change my play style to better fit the group. What's important is everyone should be having fun. It is a game after all, so if you're not having fun, speak up and let the rest of the group know. Almost every group I've been apart of was willing to be accommodating if somebody felt uncomfortable, but if a compromise can't be reached, it's okay to gracefully bow out. TTRPGs are a group effort and are all about teamwork and problem solving to overcome adversity, so if someone's not being a team player, it can ruin the fun for everyone else. If someone is being deliberately toxic, you don't have to put up with that, but from my experience, most groups try to weed out that sort of behavior. As long as everyone is on the same page and tries to be considerate of one another, you should be having a good time. Have fun, roll dice and be merry!

Some Ed (edited)

Comment edits

2023-03-22 07:52:11 Most of the groups I played with had a simple plan that they did their best to enact every time. Fighter rushes in, grabs everyone's attention, and then everybody else just does their thing. After the combat's over, the thief complained they didn't give him time to get into position first. My favorite plan was the party linguist went in first, talked to them about their problems, and thanks to the GM being wholly unprepared for this approach, a natural 20, and the fact we were playing a version of AD&amp;D whose description of the 'negotiator' secondary skill was just two short lines, just like all of the others, this upended the whole campaign.
2023-03-10 19:36:14 Most of the groups I played with had a simple plan that they did their best to enact every time. Fighter rushes in, grabs everyone's attention, and then everybody else just does their thing. After the combat's over, the thief complained they didn't give him time to get into position first. My favorite plan was the party linguist went in first, talked to them about their problems, and thanks to the GM being wholly unprepared for this approach, a natural 20, and the fact we were playing a version of AD&D whose description of the 'negotiator' secondary skill was just two short lines, just like all of the others, this upended the whole campaign.

Most of the groups I played with had a simple plan that they did their best to enact every time. Fighter rushes in, grabs everyone's attention, and then everybody else just does their thing. After the combat's over, the thief complained they didn't give him time to get into position first. My favorite plan was the party linguist went in first, talked to them about their problems, and thanks to the GM being wholly unprepared for this approach, a natural 20, and the fact we were playing a version of AD&D whose description of the 'negotiator' secondary skill was just two short lines, just like all of the others, this upended the whole campaign.