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I’ve seen this happen from both sides as a player and a DM. I use some advise that was given to me by an old DM. Unless your stuck on a track about where you want your game to go, start by limiting choices, forcing moral decisions and real world consequences . This can be seen as nerfing the party but if you can word it right it allows for some fun for both players and DMs. For example timed choices…in one of the games I played in “Tim” had extremely high dex and plenty of high damage range weapons and ammo. The DM had us get ambushed in fog while crossing a bridge at high speed. When we crashed and fell in the water before we could even start to plan the DM started a timer and said you have seconds to grab whatever you can as the wagon sank below the waters and you drowned. “Tim” needed to choose between his extra weapons & ammo vs injured team-mates and the quest cargo
It may seem mean at first but with the loss of weapons and equipment the group was forced on the back foot and we had to think on our feet. It became less about how much “damage” we can do and more about the moral choices we had to make. Is killing the enemies more important than saving the medicine to a plague? A random person saw us, will he report it if we don’t kill him or is he another innocent forced to work for the big bad.