Short and sweet:
Group of PCs is trying to take down a big bad villain. Said villain has taken a member of the group hostage. One character (let's call her Princess Twinkletoes, since she's a runaway princess and a dancer and... yadda yadda yadda), having high charisma and ranks in diplomacy and bluff, goes to negotiate. She rolls VERY WELL.
Now,
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Comments 28
Some years back, I was running a Mage: The Ascension game, and two of the players were playing Cultists of Extacy. There was this jackass film producer they were trying to get out of their way, and they slipped him a magickal mickey whose intent was to relax him. They put WAY too much magical oomph into it, though, and scored about three times as many successes as they needed. I decided it would succeed, but go too far; his muscles relaxed to the point that his heart stopped beating. They freaked out in a big way, and resolved to think these things through a little more carefully after rescuing him from cardiac arrest. :)
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I'm so happy when the players cooperate in ICA = ICC.
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Just out of curiosity, what game was this?
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And 'you can't control how they'll act on that' is, in my opinion, kind of a cop out. The GM /does/ control how they'll act on that. That's the whole point of being a GM. And turning a good roll into a bad roll is just not particularly fun. Especially since the strong impression I'm getting is that it was meant as 'gotcha' to a player that the GM already viewed with veiled contempt.
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"Sure! Should we take my car?"
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