I'm just gonna say that when the player tried to bet the deeds to the spaceship was the place to pull the stop by the GM, either by making the other PCs appear and stop the bet, or by just telling the player out of game that he can't do that
So the party found The Yellow King Hastur and lived to tell story ? That's pretty neat. Only a few have seen the " Yellow sign " and didn't came back insane. He really was impressed with the show.
I had planned a time loop in a village were overpowered enemies made a route from a tavern to abandoned mines on the outskirts. along their path a number of things would happen, a runaway cart would narrowly miss one of the soldiers, the bridge would collapse seconds after they stepped off it, as well as less obvious things like the fraying rope holding up a pallet of logs. Each instance would take out one, maybe two of the enemies. My goal was for the players to discover this and use their knowledge of the time loop, which didn't erase their memories like it did everyone in the village, to slowly pick off soldiers in what seemed like horrible accidents. They didn't have the patience and decided to slog it out with them in the street, I had to intentionally not use abilities that the soldiers had as to not TPK and managed to salvage the story arc, but it was a bit of a let down that all my planning that went into that was a waste.
Funny that you ask, because I ran Waterdeep: Dragonheist for my party with an interesting time loop mechanic. Like in Majora's Mask, time reset after three days, and only the party were aware of it. Everyone else had some deja vu, but none were the wiser. So when characters died? They woke up alive again at the end of the three day loop. It was incredibly fun and very unsettling!
Imho, if something like the first story happened, I'd probably ask the player some questions, and if I don't like the answer, I'd kick them, and give the players an opportunity to stop or kill their driven mad, new npc companion
I had a player once gambling the entire profit from a quest. The party was ready to murder him, but then he rolled two natural 20's and made 50.000 gold pieces lol
Could you please make the story as loud as your World Anvil commercial? I listen to these while doing things and have a hard time hearing your wonderful content.
When one bored player tries to ruin the game for everyone, that's the GM's cue to bring down the hammer on them.
To clarify, bring it down on the problem player, not the group.
@@beastwarsFTW That's what I meant
I'm just gonna say that when the player tried to bet the deeds to the spaceship was the place to pull the stop by the GM, either by making the other PCs appear and stop the bet, or by just telling the player out of game that he can't do that
So the party found The Yellow King Hastur and lived to tell story ? That's pretty neat. Only a few have seen the " Yellow sign " and didn't came back insane. He really was impressed with the show.
I had planned a time loop in a village were overpowered enemies made a route from a tavern to abandoned mines on the outskirts. along their path a number of things would happen, a runaway cart would narrowly miss one of the soldiers, the bridge would collapse seconds after they stepped off it, as well as less obvious things like the fraying rope holding up a pallet of logs. Each instance would take out one, maybe two of the enemies. My goal was for the players to discover this and use their knowledge of the time loop, which didn't erase their memories like it did everyone in the village, to slowly pick off soldiers in what seemed like horrible accidents. They didn't have the patience and decided to slog it out with them in the street, I had to intentionally not use abilities that the soldiers had as to not TPK and managed to salvage the story arc, but it was a bit of a let down that all my planning that went into that was a waste.
Funny that you ask, because I ran Waterdeep: Dragonheist for my party with an interesting time loop mechanic. Like in Majora's Mask, time reset after three days, and only the party were aware of it. Everyone else had some deja vu, but none were the wiser.
So when characters died? They woke up alive again at the end of the three day loop. It was incredibly fun and very unsettling!
Imho, if something like the first story happened, I'd probably ask the player some questions, and if I don't like the answer, I'd kick them, and give the players an opportunity to stop or kill their driven mad, new npc companion
That second story is an amazing existential puzzle
And now what you're here for!......one quick word about World Anvil!
I was wondering what was up with that, too. Lol. I rewound it a little, just to make sure I heard it right. Lol.
probably an editing error, still funny as hell though
@@SupraShade AllThingsDnD was caught in a time loop!
Melody Song, huh? I see you, you Whovian.
Just stay away from libraries
@@Sorry_N_Advance Spoilers lol
I had a player once gambling the entire profit from a quest. The party was ready to murder him, but then he rolled two natural 20's and made 50.000 gold pieces lol
4:35 yep, sounds Just like IRL gambling pfft! with all the dice rolling it might as well be come to think about it YIRBEL LIVES
bro got sponsored 2 times
Could you please make the story as loud as your World Anvil commercial? I listen to these while doing things and have a hard time hearing your wonderful content.
Been there had players who got bored...kinda sucks
Legit very cool
How very like all players lol
I hate how low your characters ears are. It pisses me off for no reason.