this post was submitted on 08 Feb 2025
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I gave up prepping "main quest" stuff when my players wanted to find out more about some curse affecting them, and decided the most logical thing to do is kidnap the head of their religion (who one of the players directly reports to), interrogate him, and hold him hostage. Instead of, you know, asking ๐
They eventually backed off of that plan due to concerns of some other PCs, but it was pretty close
I want to play again with a group that comes up with reasonable plans that play to their competencies.
I think a lot about how in a modern day magic game, the players wanted to contact another (NPC) group. They learned the NPCs were like double warded against magic, but spent a lot of time trying to punch through the wards to teleport to them. After two expensive, failed, attempts I was like "do you want a clue?". They were like yes. I was like "if you just want to talk to them, why don't you try calling them on the phone?"
I want to play again with a group that comes up with reasonable plans that play to their competencies.
I think a lot about how in a modern day magic game, the players wanted to contact another (NPC) group. They learned the NPCs were like double warded against magic, but spent a lot of time trying to punch through the wards to teleport to them. After two expensive, failed, attempts I was like "do you want a clue?". They were like yes. I was like "if you just want to talk to them, why don't you try calling them on the phone?"