Showing posts with label off the rails. Show all posts
Showing posts with label off the rails. Show all posts

Friday, October 4, 2024

Going Off the Rails - Part Six

It's been a while since I wrote about games that went off the rails, but here is another entry. I had a basic scenario where a small town needed an army to defend against a threat. To the west, there was an army fighting but would not directly support the town or kingdom they were in because the true heir to that kingdom had been usurped. Proof of heirhood was rather simple; it was possession of a particular magic sword. The town leaders located the sword and sent the party to go get it. 

The party should have obtained the sword easily. The trouble would come when they returned it and people started making claims to it. The characters would become the protectors of the sword and ultimately kingmakers. 

Of course, this was all contingent on the party, you know, actually doing the deed. And being a typical party, they did not do the need. They fought it hard, and in a moment of weakness, I resorted to railroading. 

The gist of the situation was that the party got lost because they didn't follow the road to the town where the sword was. Lost, they saw the proper town in the distance but believed it was a different town. Somehow, they also missed finding a road to both towns by just a few hundred feet. 

Goddamn it. 

The party set up camp for the third night in a row, just out of sight of the road. I decided to throw a double whammy at them. First, I threw a storm down on them to force them out of the streambed and towards the road. That didn't work, the party made a series of herculean efforts to secure their campsite. 

The second whammy was a group of bears. Lots of them. Somehow, the party won surprise over the bears, in the dark, in a storm, and fled to the road. 

Finally, Victory! 

No.  

One of the characters cast Speak with Animals, rolled a very positive reaction and struck up a conversation with the bears instead of fighting them. Rule One of RPGs should be "Random and Railroading are immiscible." 

Here is how the conversation went. The bears were attracted by the party's pitiful fire, they wanted it. There was a negotiation for "the fire starter". The party was confused but agreed thinking they were giving the bears a bit of flint and steel. 

The bears wanted and took the person who made the fire, "The Firestarter*" was taken back to their cave. The whole party follows and piles into the bear cave all warm and cosy and lets me stew with a bunch of failed plans. 

Sometimes, you have to throw in the towel and decide what you are doing is simply not viable. I made a snap decision to let the bears join their mission and go directly to the Army to plead their case for the town. On the way they obtained horses. It was an impressive display of power, a party of mounted magic using characters guarded by bears. 

In retrospect, this was way more impressive than a sword, even a magical one.  

The party still got to become kingmakers even though the general of the army obtained the sword. Since the sword was far less impressive than a band of bear-clan warriors, it didn't help him much. He remained the general of the army, but the army wanted the support of the Bear-Clan* alongside the general. And if the Bear-Clan* said go save the town, then dammit, that was what the army was going to do. 

This occurs a lot in history, where an army follows a general but the general follows the will of the average soldier. It is weird, but true to life. Great generals don't railroad the troops. 

*Notice that "fire starter" and "bear" suddenly got capitals. This isn't a typo. I tried to make the new capitalization of the words audible and largely it worked on this party.  


Monday, November 8, 2021

Chaotic Good Fun - A True Lie

Ever have one of those players that creates a character that just doesn't make sense? You know the kind. The person who shows up with a Chaotic Good Assassin. 

Actually, this story is not about me. Well, sort of. 

I did create a Chaotic Good Assassin as a part of a party tasked with killing off the evil overlord of the land. I can't remember the lord's name but let's call him Lord Farquaad. 

Now for the setup. I was late for the session that night and missed the bit about killing the lord "someday". Since I was late, the DM handed me a set of pre-generated stats. I was only allowed to shift scores around or swap points for prime requisites so I didn't have the stats to be anything interesting. 

The DM looked mulled over my sheet while describing the villain and prompted me to fill out a character description. You know, the boring eye color, hair color, skin color, etc. Since he just described the lord, I simply wrote down what DM said. Since I just pulled a fast one with the alignment, I didn't wait to draw attention to myself by flat out stating that my assassin character looked just like his quarry, Lord Farquaad.  

Right off the bat, I had a humorous way of wrecking this campaign and went for it. My character infiltrated the castle and promptly failed to kill the lord. The only person to see my assassin was Lord Farquaad and the would-be assassin managed to escape by a dangerous and inexplicably lucky leap into the moat. 

Rather than getting upset by my shenanigans, the DM ran with it. Since Lord Farquaad was hunting just one obvious assassin, it gave the party all kinds of opportunities to bushwhack him. Ultimately, the lord survived all of these attacks and went on a crazy, bloodthirsty hunt for the party. He used my foolishness to really make this lord despicable. 

That's where my rouse kicked into high gear. The party fled to the silver mines. We infiltrated the lord's own most secure outpost posing as guards. At this point, my character's secondary gambit was discovered by the DM. A Magic-User was detecting alignments on new guards and the DM was non-plussed to discover my assassin wasn't evil. 

Where it became laughable was when my character got his hands on some forged paperwork that said his name imperfectly matched Lord Farquaad's. His cover story was his mother had a tryst with Lord Farquaad and she had high hopes for becoming the legitimate Lady of the Kingdom, to the point of naming her son "Lord Farquaad". His first name was actually "Lord". This got snickers all the way around the table. 

Suddenly, the whole theme of the game shifted to a ridiculous, fantasy version of the film, "Catch Me If You Can". 

Now here is the really funny part. I didn't come up with this on my own. 

There was a family friend that had a name that matched a landed person in England from the 1700s. In the early 80's, the UK did something that I can only equate with an "estate last call". They wanted people to claim abandoned estates so that they could get back to collecting taxes or clearing their records for sale or perseveration as needed. 

This family friend was big into genealogy and laid a claim to an estate back in England. It was kind of a big deal. He managed to provide all of the documents necessary to back up his claim as his family had the same name and this particular Englishmen did visit Western New York. 

It turns out that this landed gentry from England came to New York in search of a criminal. The criminal escaped all attempts at capture by taking the name of the Lord pursuing him. Annoyed, Lord went back to his estate empty-handed. 

Here is where the story goes south and where the U. S. Government got involved. It turns out that this family friend was not related to the Lord, but the criminal quarry. Which he was fully aware of, it's is kind of illegal in rather surprising ways when you seem to have documentation that says one thing, but the reality is another. Forgery isn't always required to produce "correct" documentation, sometimes hiding contradicting documentation is better than an outright fictional document. 

I'm not sure where the B.S. starts and ends with this story as this story is about the 1700s criminal leading to a land claim in England in the early 80s. I would have been about 8-11 years old myself. While I was aware of what was happening, I didn't really understand. While it's funny enough for people to retell, it's the sort of story that gets changed with every telling. 

Friday, December 20, 2019

Going Off The Rails - Part 5. The death of Bloodless Jack

Back in Part 3, I posted about how the characters confused their nickname for their opponent with his actual name. "Bloodless Jack" was a character nickname for a deadly pair of brothers, Marcus and Alex. Marcus was the warrior while Alex was the assassin. When cornered, the warrior answered with bluster and the characters killed him off.

Of course this enraged his brother Alexander, the actual assassin. Alex retreated to his brother's mountain top Keep and sent wave upon wave of assassins to kill the player characters.

That obvious didn't work, anything less than Bloodless Jack himself was not going to be strong enough to take the whole party. Eventually, the hunt was turned on it's head and the players located Alexander's mountain top abode. Then they did something weird.

They could have stormed the fortress themselves, or raise an army to do so, but they did neither. They hired a sage to give them instructions to recharge the Staff of Wizardry. I messed up that plan with a rather obvious counter. The Staff needed to be recharged under the full moon within a mountaintop keep. You know, Alexander's Keep.

Why not?

The players had exactly 8 charges in the Staff. They went to Plan B. They hired a horde of dwarves and hobbits to scout the land around the keep. They were smart about it, one assassin, one ranger and one hobbit per dwarven party to handle any natural or unnatural threat. They had several dozen parties. It was easy work, because they weren't being asked to fight, only scout and run.

I wasn't going to let the players assassinate Bloodless Jack, so a couple of the parties were captured and killed.

But raiding and sneaking wasn't their game. The dwarves found a weak point on the side of the mountain, a cliff face that couldn't be hit by weapons fire from the Keep. They used a Dig spell to remove the soil from the area. The dwarves dug an entrance 10 feet deep into the rock and near this opening the party and their minions assembled.

From their base, they attempted to storm the walls while the dwarves dug in another 20 feet. Then the plan changed. The characters retreated to their hidey hole and the wizard went to work. He used the remaining charges of Passwall to carve a hole deep into the mountain. The dwarves shored this cave open with their stonecraft and everyone else jammed all manner of debris in the unnatural cave. Within the hour, they had dozens of barrels of water, oil, bits of trees, rocks, mud, and dirt lining the Passwall cave.

When the mage concluded that enough junk blocked up the passageway, he released the outer Passwall spell inwards, sealing everything in place like a cork. From there, it was simply a matter of running away from the Keep, but being mindful not to run straight down the mountain.

As each Passwall spell expired, all kinds of flammable or incompressible material was crushed inwards. The pressure was incredible. The mountain cracked and the Keep came off it's foundations. The whole thing plunged to the base of the mountain. Bloodless Jack suffered a Disney-like death, but the players were thorough. They made sure they found a body.

It was a fascinating exercise in the physics of magic. One that I will never allow to be repeated. This was too much work to get rid of one bloody, +1 Staff.

Thursday, December 19, 2019

Going Off The Rails - Part Four

Back in 2015, I started this series about having stuff go haywire at the game table and never finished it. The first post was about playing for far too long and having wacky $hit happen because the players were too tired to think straight. Post two was about making a bad DMing choice and having the players run with it. Post three was about the players jumping to bad conclusions because the DM believed they understood. Post four should tell you about how the players defeated the evil Assassin, Bloodless Jack, but it won't!

Since this is the fourth post, let me tell why I can't tell you about Bloodless Jack's end. I need to set up the scenario as it played out, so I need to back up a bit.

This post is about a different type of mistake leading to player high-jinx. My campaigns have always been a blend of Basic, Expert and Advanced D&D. One quirk from the Moldvay-Cook expert set is the Staff of Wizardry. One of the functions of this item is the spell Passwall, which doesn't appear in either the Basic or Expert set. As far as I know, this spell is only in Advanced D&D. We used that book right along side the Moldvay-Cook set, so everything was fine.

So... anyway, I let one of players have this Staff of Wizardry. The character in question was about 5 or 6th level, so he had access to powers that I never anticipated. I saw "+1 staff" and thought it would be fine.

Once I realized my mistake, I decided to take it from the player in epic fashion. I would simply present him with so many opportunities to use it, he would run out of charges. He would keep the +1 weapon, but loose all of the crazy powers in an incredible display of force. He'd get a great story and I would "unwind" a stupid DM mistake.

No, no, it is never that simple.

As the characters hunted Marcus and Alexander, I needed to crank up the power level of the minions. The characters were now battling mounted knights with lances. I expected with the powers of the Staff of Wizardry, they'd get cooked and the charges would be burned up.

Oh, and did they get cooked. The mage got cornered by some knights. It sort of looked like this:


He let the knights get within 10 feet of him. I figured he'd do something cool to fry them or die trying, either one of which would solve my problem.


You know, it didn't play out like that. He decided to offensively cast passwall to create an opening in the ground right in front of the charging Knights. The hole would be at a 45 degree angle down, it would start in front of the mage and go backwards under him like a ramp.  

What? 

He drew me a picture, which was probably better than this: 


That was creative. And super fatal.

Exactly what could I say to this scenario? Horse one plunged down the ramp and slammed into a wall of dirt at top speed. Horse two plunged into a hole and into horse one at top speed. Horse three plus the fact that each rider was wearing plate with a lance set before them was worse than a train wreck.

But the player wasn't done. As soon as the last horse plunged down the hole he wanted to close it. Violently.

Holy crap.

The other characters stopped him. Their plan was to close the hole slowly, so they could rescue the horses. Sure they would need healing, but they were fine mounts.

My ruling on that was "Yes, you can close the hole slowly. But those horses are going to hate you, forever even if you heal them. You can buy your own horses in the next town. Deal?"

It was deal. But the seeds were planted.

We debated on how passwall was a great offensive spell, but also debated its various functions. Yes, the hole can be orientated any way you wish, including straight down. No, you can't cast passwall into the air above you to enter other dimensions. Nor does it cause movement against gravity.

But what about the closing of the hole? How does that happen? The PHB is not really specific, so we came up with some guidelines.

You could close the hole in a controlled fashion, where the bottom closed first, gently pushing anything in the hole out. The hole can be closed violently, where the entire length of the tunnel collapses in trash compactor style. Anyone inside can escape so long as they are able to move. They take minor (1d6) damage from being scraped and battered geting out. Option three, the hole closes from the open side in, anyone in the hole must make a save vs. death to escape before total obliteration occurs. Failure results in horrific screams from the very earth with a ketchup laser effect.

The last option was one of the better mistakes I've ever made.

Next post, I can tell you how Marcus and his brother, Alex, a.k.a Bloodless Jack were finished.

Saturday, August 22, 2015

Going Off the Rails – Part Three

In the last post, I described a player created assassin named Bloodless Jack. He sprang from the character’s minds fully formed and all I had to do was give him a character sheet and a band of minions. The players even gave him a very cool name. Somehow, minor details of a handful of traps inspired them to create a character out thin air. And he was so epic, I had to make him real.

I decided that he had two types of minions, one group of sword slinging fighters for security and targeted attacks and a second group of cleric-rogues for sneaky infiltration type work. Bloodless Jack would have a chief of operations, a warrior named Marcus Bastion. A nice strong name for someone who handles front line fighting and defense.

How these two met in my mind was very natural. They were brothers. Bloodless Jack and Marcus Bastion. Everything makes sense… Wrong.

Of course, it’s wrong. Brothers would never have different last names; Jack is as stupid a last name as Bloodless is a stupid first name. I completely understood that, so Bloodless Jack was obviously a nickname. And a character/player created nickname.

Obvious. Or so I thought.

Bloodless Jack, or just plain Alexander Bastion launches ambushes, targeted assassinations and finally outright treason to topple the crown prince for fame and glory.

So when the characters cornered Marcus and his brother in an attack on the crown prince, they asked:

“Which one of you is the assassin known as ‘Bloodless Jack’?”

Alex and his brother Marcus chuckled. The follow up question, “Who lead this attack?” was also met with a snort of derision as Marcus was suited in full plate and obviously leading the assault.

Marcus went down fighting… and upon his defeat was outed as the deadly assassin know to all as “Bloodless Jack”.

And thus, “Bloodless Jack” was truly born. Alex rallied his and his brother’s minions and relentlessly attacked the characters at every turn. An epic battle to the death, fought in back alleys and shadowy corners of dozens of towns, across an kingdom, all the way to the brother’s mountain top enclave.

How did it end? I'll post the ending some day.

Click here for part 1.

Friday, August 21, 2015

Going Off the Rails – Part Two

Player inventions… How many times have you had a player try to invent something and complete throw a campaign into chaos?

Many years ago, I was running a campaign that had too many rogues to be well rounded. There was not much need for traps in this world, they only came in three varieties:

Noise making traps on homes,
Animal traps,
Generic fortification defenses.

Being made up of thieves, the party kept checking for traps where there were none. Since it was a point of interest for them, and one player rolled very well, I decided that a box did have a trap. I described workings in great and gory detail. The players and their thieving characters ate it up. Of course, the next door had a trap. Lacking any foresight, I described this trap as exactly as the one before.

And the seed was planted.

The next chest had the same trap as the first two, except this time it killed a character. My bad, I didn’t expect this to happen, but the players had. As the play paused to reroll a new character, of course another rogue, I overheard the strangest thing:

“Bloodless Jack got ya.”
“That was awesome.” said another player.
“What do you think he wants?"
“Don’t know. It could be that chalice.”
“Naw, we are going to give it away and a priest is a much easier target than us.”
“Fame,” added a third.
“Yes! It makes sense that someone would want fame and notoriety. Sort of like the guy in the cabin mailing bombs.”
“Ted something, right?”
“Yeah. We should nail this guy before he gets us.”

In just a 30 minute character generating session, the players had worked out that they were up against an assassin. A very detail orientated, cunning and evil assassin. A man who called himself Bloodless Jack. Bloodless as in so cold, the blood didn’t run in his veins. They had gathered all these details from the repeated description of a single trap described the exact same way, three times over.

Oops. These traps were simply on the fly details in response to the character’s expectations. At no time did I picture a mysterious assassin. I didn’t say anything that would have laid such an awesome name on him. In fact, there was no assassin except in the players minds.

Guess what? The very next session had a very fleshed out assassin bent on killing the characters. This assassin was neatly merged with the prior story, assassinating the priest who hired the players. He then took out the boat captain that hired the characters for security. As time went on, the characters were defending the crowned prince against this diabolical fiend.

And so the stuff of legends becomes real.

Click here for part 1.

Thursday, August 20, 2015

Going off the Rails – Part One

Have you ever had a night of gaming go off the rails?

I had a 3-hour session turn into a 6-7 hour marathon of gaming. We should have cut it off, but everyone was having too much fun. The players had reached a remote village and were trying to set up a trade agreement. They offended the villagers and the party tried an Indiana Jones-style escape to a rope bridge and escape.

The one magic user who could have stopped the villagers with a spell instead flew to the bridge with an axe. He was prepared to cut the bridge after his fellow adventurers made it across. This is when the game exhaustion hit.

All of the players shouted, “Cut it now!” And the magic user complied, trapping everyone on the wrong side of the bridge. Note that it was the players that made the request, their characters obviously were too far away. A little meta-gaming goes a long way when injected into the story.

We ended right there with everyone high-fiving and congratulating each other. Only the player who cut the bridge looked concerned and perplexed.

At the start of the next session, everyone was sheepish. With a little sleep, they realized the implications of the last session. I started the next session with the characters toweling off from their heroic leap into the river and swimming to safety.

Sometimes, you just have to end with a gag to keep the fun alive. Die rolling and tactics are great, but a story sometimes has to jump to stay alive.

Click here for part 2.

Chaos Star