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It's all a trick! The skeletons have a the wheel and they're driving the world! At least according to Max, a savior of dubious intent and largely unclear motives. Double-crossing or tricking player characters can be very delicate, especially if it's the premise for an entire game. You need a couple of factors to coincide. First, the players must have some agency, and this has two prongs to it:

If your players are passive and lack agency in general, they'll do whatever you tell them to, and no trick or double-cross will ever feel earned or valid. You can't get fancy with players who don't ask questions. However, with players who do take their own actions, you need to let them feel like they have options and that they're making a choice. Had I run this game, I'd have to assume that the players might kill Max outright and then be left with a ton of questions, at which point they'd go back to town and be gaslit by the Guild and everyone they know about what happened. Of course in this version, they follow Max. Both possibilities are interesting, but they lead to different stories.

Second, for players to appreciate a double-cross or trick, they need to be invested in the whole thing on some level. The same rule applies to audiences hearing a story. Ergo, the reveal that everything is fake coming at the start of this story is fairly cheap. We don't know anything about the setting so whether or not the skeletons are a fakery is immaterial. What'll matter is whether what comes after is all sincere.

As one minor note, Max jumping out of the way of Elvis's attack, which it later turns out is extremely destructive, may seem like a bit of GM fiat, but in the Hero system it's pretty simple. Characters can abort their turn to "dive for cover", meaning they can leap out of the way of an incoming attack instead of trusting "to hit" rolls. Doing this sacrifices their turn, and they need to pass a simple Dex roll, but so long as only one character is doing the attacking, an NPC can delay and parlay for at least as long as it takes them to fail a Dex roll. It comes in handy for players, too, when they're on the rim of an explosion or want to avoid some big haymaker without betting on their evasion alone. But if two characters attack at the same time, you can only dive for cover once, meaning the second player will get the NPC - it's almost democratic.

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2023-03-29 23:07:03 Aw man, as someone who plays D&D regularly, I had a lot of laughs so far. The terrible monk is on point, and I'm glad Larry is doing the murder hobo act again, it fits him very well.
2023-02-15 13:33:17 Aw man, as someone who plays D&D regularly, I had a lot of laughs so far. The terrible monk is on point, and I'm glad Larry is doing the murder hobo act again, it fits him very well.

Aw man, as someone who plays D&D regularly, I had a lot of laughs so far. The terrible monk is on point, and I'm glad Larry is doing the murder hobo act again, it fits him very well.

Anonymous

I can confirm, it doesn't work if you're not invested, and boy am I not. But also, it doesn't work if the double-cross leads to nothing. There was this anime with a bunch of powa-kids on an island and you follow bland-kun until, at the end of ep' 1, bland-kun is sacrificed in the name of a Death Note scenario. You're not invested in bland-kun, but you're sure up for some mind games against absurd odds. Well tell me what I'm meant to get invested into. You have normal-world-but-magic which just hurts the soul spelling out, and you have Max-Nobody who has to babysit a bunch of *check notes* Flurry Hearts and I want you to imagine babysitting the AI in Deathwing. Why would I get excited about any of that. The anime Re:Creators had characters show up in the "real world" and mercily getting up to speed within minutes, because of overwhelming evidence. I know those characters have to revise their entire existence but while their idiocy is funny, it is a drag the size of an iceberg. I know you wanted a dramatic escape with a fight and it's actually welcome but far as I am concerned we spent 17 minutes and we're still at point A.

Anonymous

u ok vuld? I actually like this arc, the antics of resting after every encounter, not being able to fight an unarmed opponent as a paladin, and the rogue character having no backstory. I found a lot of that stuff pretty funny. And I also really enjoy the dramatic irony of watching the player characters slowly realize they're in a story-driven campaign. Even if it just ends up being an absurdist meta thing, It's a fun dynamic. Just my two cents.

Anonymous

u ok Booloff? Part of the rant is exactly that the characters aren't slowly realizing anything. I would develop but what's the point. And the day we get an actual story that campaign may start being driven by it. It's of course made worse by Greg having spoiled the concept on Discord but I was at least interested in seeing how he would implement it -- or if it was the concept he discussed at all. Let me at least give you one example as of why I not ok. No, thinking about it, actually two. First, for however many minutes it took to drag the group to the garage, Max Nobody keeps telling them, and therefore us, to hurry up, that we have only a minute. The group spends way more than a minute slowing down and idling. And that's where the comedy resides but please consider that under the lens of a story: tension, stakes, the whole thing. Second. The whole first episode has presented a dungeon as a series of rooms with an, I cite, "manageable amount of" enemies. Now what is the garage? I can assure you I could spend pages ranting about it if I still cared but I long decreed that NDnD was not for me. Just, when Greg talks about investment, he is missing a piece. It's not just the false flag, it's also what comes after.

Applestone

I like the setting. After all the Hero-like shenanigans it's refreshing to start out at what looks like Dungeon crawling satire. The fact that everything seems to be fake gives me Matrix vibes (and there's at least one trapped-in-simulation-horror game whose name I forgot), and if they can't even remember where they live then it feels even more intense. I also like that we have both magic cars (and possibly dragons) and standard vehicles like that helicopter. It must be hard to keep coming up with multiple backstories per setting and turn them into something interesting. For me it was mostly hits and few misses, probably because I don't expect each of them to be special because there's a limit to how many parents can be dead and to how many types of addictions you can have (i.e. while there's an infinite amount of different substances you could create, the types of addictions (the symptoms) are limited). As long as it doesn't get as depressing as the last few episodes of Radio Skyline or as disjointed as Stebe I am happy with your work. :-) Man I miss Radio Skyline. "You heard it here first: More green cars than red." I'm a sucker for innocent dumb jokes, which is why I'm a Brony, but also for dark jokes, which is why I enjoyed MLP MAS and FiW as well.