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[PA comic] Monday, April 14, 2014 - The Dungeon Mistress, Part Three
>PICK UP BABY
You are now the sole guardian of the child of the illfated mother. I hope you can treat it better than she--
>DROP BABY
Goddamn it, Galahad. Don't drop the baby, it's bad for it.
I have it on good authority that the ten-second rule does not apply to babies.
At least according to the mother.
I guess she isn't in a position to object here though, so carry on.
Good GM. Pick out the player's mistake, give them a chance to catch themselves, then roll with it.
Funnily enough, I thought the opposite. Bad GM. Trying to catch players in the gap between their knowledge and the knowledge of their character. A player might forget they are holding a baby, but the priest wouldn't. The GM should help the players remember what their characters would know.
Is there a reason why this thread isn't labeled "[pa comic] Monday, April 14, 2014 - The Dungeon Mistress, Part Three"? Is it because Tycho's talking points are too politically incorrect for his company's forums?
Is there a reason why this thread isn't labeled "[pa comic] Monday, April 14, 2014 - The Dungeon Mistress, Part Three"? Is it because Tycho's talking points are too politically incorrect for his company's forums?
Good GM. Pick out the player's mistake, give them a chance to catch themselves, then roll with it.
Funnily enough, I thought the opposite. Bad GM. Trying to catch players in the gap between their knowledge and the knowledge of their character. A player might forget they are holding a baby, but the priest wouldn't. The GM should help the players remember what their characters would know.
Great GMing for making funny comics though.
I think it is good GM'ing. Reminding the player of something that they may not realize would be a restriction, but not outright saying it. The player can decide what it is they want to do and the GM runs with it.
In this case, obviously the player didn't pick up on it and the GM had to rol with it (i.e. drop the baby). Most of the time I find my players will realize the hint ("Oh yeah, one of my arms is holding a baby!") and will adjust accordingly ("I grab a nearby chair and swing it!"). I feel this encourages players thinking outside of the box as well as better roleplaying.
The scene as is works pretty well, too. The priest, in the heat of battle, momentarily forgets the baby and drops it to draw his maul and attack. One of his allies catches the baby and then, from now on, constantly teases the priest over dropping the baby. Makes the scene pretty entertaining and lends to some fun inter party interactions.
Posts
You are now the sole guardian of the child of the illfated mother. I hope you can treat it better than she--
>DROP BABY
Goddamn it, Galahad. Don't drop the baby, it's bad for it.
http://www.penny-arcade.com/comic/2005/07/13
Almost 9 years.
At least according to the mother.
I guess she isn't in a position to object here though, so carry on.
The better to smite the unbelievers of course
"You know the rule. No boys until you're married."
In Dungeons and Dragons traditionally the divine healer class is capable of using most bludgeoning melee weapons.
Oh, so that's why he seemed familiar. I will always remember Tycho's exceedingly disturbed face.
Funnily enough, I thought the opposite. Bad GM. Trying to catch players in the gap between their knowledge and the knowledge of their character. A player might forget they are holding a baby, but the priest wouldn't. The GM should help the players remember what their characters would know.
Great GMing for making funny comics though.
You are an idiot.
It traditionally only applies to food items.
Is... Is Cyn going to try to eat the baby?
I think it is good GM'ing. Reminding the player of something that they may not realize would be a restriction, but not outright saying it. The player can decide what it is they want to do and the GM runs with it.
In this case, obviously the player didn't pick up on it and the GM had to rol with it (i.e. drop the baby). Most of the time I find my players will realize the hint ("Oh yeah, one of my arms is holding a baby!") and will adjust accordingly ("I grab a nearby chair and swing it!"). I feel this encourages players thinking outside of the box as well as better roleplaying.
The scene as is works pretty well, too. The priest, in the heat of battle, momentarily forgets the baby and drops it to draw his maul and attack. One of his allies catches the baby and then, from now on, constantly teases the priest over dropping the baby. Makes the scene pretty entertaining and lends to some fun inter party interactions.
Whew. I rushed here to make sure that some mention of dropping babies being a free action was made. Glad someone beat me to it. :P