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Thread: Player Plans: Do You Wreck Them?
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2009-12-22, 10:19 PM (ISO 8601)
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- Apr 2007
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Player Plans: Do You Wreck Them?
Your players have spent hours coming up with a plan. A GOOD plan. They took the information you gave them and came up with a scheme to swipe the artifact, empty the sleezebag's bank account, or generally have their way.
The question is, do you let them have their fun, or do you throw a wrench in their plans?
On one hand, it's no fun to just nod your head and say "it works. It works again. It still works." On the other, they DID put a lot of thought and effort into the plan, and having a plan succeed is just plain fun.
I'm sure the answer will most likely be somethign to the effect of "Let the plan work, but add complications," but I'd like to hear what everyone has to say on teh subject.Some Stuff I've tried brewing:
SpoilerDark Mind- Evil split personality template
http://www.giantitp.com/forums/showthread.php?t=75765
Eldritch ghost- Warlock/Ninja PrC
http://www.giantitp.com/forums/showt...eldritch+ghost
Student of the Fox- Class based on kitsune
http://www.giantitp.com/forums/showthread.php?t=77615
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
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2009-12-22, 10:21 PM (ISO 8601)
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- Dec 2009
Re: Player Plans: Do You Wreck Them?
Fun > everything else. If their plan is fun it works.
"Elephant trunks should be used for elephant things only. Nothing else."
Thank you Geomancer for the Death avatar.
My lets plays:
Alien vs Predator: marine chapter - Completed
Singularity - Canceled
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2009-12-22, 10:24 PM (ISO 8601)
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- May 2007
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- Boston MA, US
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Re: Player Plans: Do You Wreck Them?
Yeah, sure it works. But putting the plan into effect still takes some effort. Breaking into the bank, and subsequently getting out, can be planned meticulously but that doesn't stop it from being tedious and difficult. The best plans require legwork, or you're cutting corners and prone to have complications.
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2009-12-22, 10:25 PM (ISO 8601)
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- May 2007
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Re: Player Plans: Do You Wreck Them?
I wreck every one of them, and hopefully kill a few players* in the process. The purpose of D&D is to win against your players.
*Yes, I said killing "Players," not "PCs." I play for keeps.Last edited by Ridureyu; 2009-12-22 at 11:40 PM.
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2009-12-22, 10:25 PM (ISO 8601)
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- Jul 2008
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- Broken Damaged Worthless
Re: Player Plans: Do You Wreck Them?
Dingdingding, we have a winner. I tend to let their plans work, but wrench them when they are in, mostly with things they didn't see coming or didn't account for. I try not to be greatly unfair though, that's no fun at all, for anyone.
Now, to be really fair, if the players do enough research and planning, it is typically possible to form a flawless plan. Pulling off a flawless execution? Not so easy. Possible though. I'm waiting for the day they have actually planned for everything and perform a flawless execution and plan. I'll cry one manly tear at their victory that day.Last edited by arguskos; 2009-12-22 at 10:26 PM.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2009-12-22, 10:28 PM (ISO 8601)
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- May 2009
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Re: Player Plans: Do You Wreck Them?
On the one hand, I want to reward my players for creative thinking, but on the other, I don't want them to become overly confident in their reasoning. "If we just explain ourselves well enough, the DM will just nod his head and we'll get our way".
I'd want to make sure they work for it, even if what they say makes sense / is a great idea.
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2009-12-22, 10:30 PM (ISO 8601)
- Join Date
- Jun 2008
Re: Player Plans: Do You Wreck Them?
1.) Is their plan seriously good? Loading up a Tenser's Floating Disk with alchemist fire and dropping it on top of the enemy camp may be awesome, but that isn't how the spell works.
2.) Is the plan feasable? Convincing the guard that the party is supposed to be lacing dynamite on the warp drive isn't very believable.
3.) Are there some unknown (to the players) obstacles that would prevent it from happening? Trying to cast Dominate Person on the Mage-King would probably run into a few barriers, even if the players didn't consider them beforehand.
4.) Are the dice going to roll the way the players want?
If the PCs come up with a plan that isn't obviously broken and isn't obviously contradicting a rule, then I let it happen. If there is some kind of risk involved, such as sneaking silently through a guarded hallway, then I let the dice decide. I mean, if they players are aware of the danger, I see no reason to prevent them from taking the risk.
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2009-12-22, 10:32 PM (ISO 8601)
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- Aug 2008
Re: Player Plans: Do You Wreck Them?
Depends. Both on the quality of the plan given their information, and the information that they have access to. Sometimes stuff is unknown, and screws up the plan, sometimes the plan is just bad and fails as a result, sometimes it goes off without a hitch.
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2009-12-22, 10:34 PM (ISO 8601)
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- Dec 2007
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- Finland
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Re: Player Plans: Do You Wreck Them?
There are always plans in place they aren't aware of and events they aren't prepared for. No matter how good a plan, it'll take some thinking on their foots for it to go right.
Now, if they've gathered their information, done so successfully and from reliable sources, have managed to find some weakness in the BBEG's plans that they can abuse to get their way, and time their actions right, sure, they should be rewarded.
But chances are they don't have perfect information, they cannot avoid/neutralize all the defenses swiftly and efficiently and that the BBEG may become aware of what they're trying to do and muddle the mixture.
In other words, I don't wreck them if they're foolproof, but they're never foolproof. I don't react to the plan itself, I just let the events around the plan unfold as they would if no plan was in place. Usually, that's challenge enough. And if not? They deserved it.Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
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2009-12-22, 10:34 PM (ISO 8601)
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- Mar 2009
Re: Player Plans: Do You Wreck Them?
Well in free-form sure, I'll let them have their way, but most of the games I play involve dice, so while they get circumstance bonuses for cleverness, ultimately the dice have final say on the success or degrees thereof for their plan.
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2009-12-22, 10:41 PM (ISO 8601)
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- Jul 2008
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- Broken Damaged Worthless
Re: Player Plans: Do You Wreck Them?
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2009-12-22, 10:46 PM (ISO 8601)
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- Oct 2007
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- NY, USA
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Re: Player Plans: Do You Wreck Them?
The day I find a game is the day that HL2 Episode 3 is released!
My Brandenburg Interactive AAR game for EUIV.
Here is the recruitment page
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2009-12-22, 10:51 PM (ISO 8601)
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- Aug 2008
Re: Player Plans: Do You Wreck Them?
I think that was sarcasm.
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2009-12-22, 10:51 PM (ISO 8601)
- Join Date
- Oct 2009
Re: Player Plans: Do You Wreck Them?
Play through the plan. Trust me, some degree of something between stupidity and carelessness will rear it's head.
I just had a party sneak through enemy territory to an objective. They were far more cunning than then they realized on the way there. Came down on the roof of the temple. And then they dropped into a fenced off area. With a trough of food and water. And enormous footprints. After squeezing a poor enemy mook for information which included the presence of hydra at their objective. Seriously.
They're really quite intelligent, I promise. But something always comes up that turns into a lot of dice rolling. I've yet to see a gaming group that doesn't follow this pattern.
On the other hand, if you don't play through the plan, and just evaluate it on it's merit, and stamp a success or failure on it, that's never gonna happen. Living through the plan is what introduces the elements of humanity, complication, and fun.
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2009-12-22, 10:51 PM (ISO 8601)
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- Aug 2009
Re: Player Plans: Do You Wreck Them?
Assuming they (somehow) managed to find out about absolutely every obstacle to whatever they wanted and work out a plan to succeed... Sure, they succeed. Of course, I have yet to meet a player who actually managed that... The players will often succeed anyways, but it's rare for them to have access to the level of information needed to find every possible problem beforehand (and even when they could most won't put the effort in).
I would never add extra obstacles just because they've managed to overcome the ones I put there in the first place, but generally speaking what I put there in the first place is extremely difficult at best anyways.
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2009-12-22, 10:53 PM (ISO 8601)
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- Jun 2009
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Re: Player Plans: Do You Wreck Them?
I tend to let them go unless I can find an equally outlandish way for them to go wrong. As long as the Dice rolls say the stupid plan is at least feasible within some, vague context, I don't mind.
My other two fellow DMs chastise me for 'letting the players do that', but they hate PC plans because they tend to knock them off the rails.
In fact, such plans frequently welcome Rule-0 damage.
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2009-12-22, 10:54 PM (ISO 8601)
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- Oct 2007
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- NY, USA
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Re: Player Plans: Do You Wreck Them?
The day I find a game is the day that HL2 Episode 3 is released!
My Brandenburg Interactive AAR game for EUIV.
Here is the recruitment page
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2009-12-22, 10:59 PM (ISO 8601)
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- Jan 2008
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Re: Player Plans: Do You Wreck Them?
sounds about right... coming up with a perfect plan is one thing (an impossible thing btw), but executing said plan perfectly? I highly doubt it will happen... besides, if they just present the plan and you say "it worked, here is your loot and XP" then you avoided the actual FUN part of the game, the execution...
Frankly you shouldn't even HAVE to know their plan or to react to it... design your setting and defenses, let them come up with a "plan", then let them try to execute it. and actually play out the execution. It will be fun. (And likely have combat).
One of the issues is, you cannot plan without information... how are PCs getting pure perfect information about everything?
Why does the guard at the entrance know about the exact trap configuration at the top secret portion of the lair, or the hidden chamber the master personally excavated and trapped with his spells? (there are fairly low level spells to construct things and make traps)...
The only way I can see a perfect plan forming, is if the DM is way too generous with divination magic.Last edited by taltamir; 2009-12-22 at 11:03 PM.
I do not have a superman complex; for I am God, not Superman!
the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.
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2009-12-22, 11:01 PM (ISO 8601)
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- Sep 2009
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2009-12-22, 11:02 PM (ISO 8601)
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- Jan 2008
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Re: Player Plans: Do You Wreck Them?
I do not have a superman complex; for I am God, not Superman!
the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.
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2009-12-22, 11:05 PM (ISO 8601)
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- Mar 2009
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- Chicago
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Re: Player Plans: Do You Wreck Them?
"Playing through the plan" is usually what I do. My players want to load up a wooden cart with rocks, alchemical fire, and lantern oil to break through a barricade? Fine. They have to obtain all those things without arousing suspicion (in the VERY small town this was taking place, quite a feat), then figure out the logistics of making the cart go, then deal with the fact that they are now fighting their way through a flaming battlefield.
In the game where I'm a player, my plans tend not to survive the first couple encounters with the enemy. I'm always stunned on the rare, rare occasions when a plan goes off as I intended, or even just successfully (with adaptations on the fly). This is partially due to players (including myself) doing dumb things, and partially due to the DM hurling wrenches into said plans. He can be a bit of a Manipulative Bastard sometimes, but he runs a damn good game so we forgive him."Experience is a good thing. You should hit it." - Lathandar to his Paladin, in response to her prayers for advice on what to do about a Holy Liberator
"Strahd turns into mist." - DM
"And I turn into a hepa filter." - Lumieras
Quote of the Week:
"If you go down south, you'll hear of Arthur Bartholomew Bartholomew, a man who changed a town." - Foster
"Into dust?" - Owen
Characters: Kalinda Gray, Lawful Good Thief
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2009-12-22, 11:16 PM (ISO 8601)
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- Oct 2007
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- NY, USA
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Re: Player Plans: Do You Wreck Them?
Yup, custom monsters and traps trying to make a pseudo Tomb of Horrors. Spend more then five minutes roleplaying and suddenly the T rex size monster appears out of no where, and yes a huge monster did appear while in an open field (no spot/listen checks also). Then again why was a rust monster in a room with a metal door? I either quickly dropped out or convince someone else to dm.
The day I find a game is the day that HL2 Episode 3 is released!
My Brandenburg Interactive AAR game for EUIV.
Here is the recruitment page
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2009-12-22, 11:24 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Broken Damaged Worthless
Re: Player Plans: Do You Wreck Them?
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2009-12-22, 11:35 PM (ISO 8601)
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- May 2007
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Re: Player Plans: Do You Wreck Them?
Well, before you play I have a few questions.
1. Do you carry valuables on your person?
2. Do you haveany gold fillings in your teeth?
3. Are you very trusting and willing to sign a few things?
SpoilerAnd yes, I was joking. It's awesome that a few people didn't catch that, though. Hahah!Last edited by Ridureyu; 2009-12-22 at 11:37 PM.
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2009-12-22, 11:38 PM (ISO 8601)
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- Oct 2007
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- NY, USA
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Re: Player Plans: Do You Wreck Them?
The day I find a game is the day that HL2 Episode 3 is released!
My Brandenburg Interactive AAR game for EUIV.
Here is the recruitment page
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2009-12-22, 11:40 PM (ISO 8601)
- Join Date
- May 2007
- Gender
Re: Player Plans: Do You Wreck Them?
Yeah, I totally typoed that. Fixed now.
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2009-12-22, 11:43 PM (ISO 8601)
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- Jan 2008
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- Calael Kari
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Re: Player Plans: Do You Wreck Them?
It depends on the plan. If it would work, sure. If it's insane and dumb, then no, it won't work.
See, my party is a lot like the Order of the Stick.
Skanderberg-9th level Human Generalist Wizard who loves his evocation, True Neutral
Chaka-9th level Dwarf Barbarian, Chaotic Stupid (evil)
Atlas-9th level Human Paladin, the world's worst paladin (he hasn't even figured out Chaka's evil, and I can't bring myself to make him fall)
Aliane-9th level True Neutral Human Rogue who keeps acting Lawful Good
Chaka is the planner, while Skanderberg stands back and laughs while Aliane wrings her hands and Atlas tries unsuccessfully to stop him.SpoilerI am a...
Neutral Good Human Cleric (2nd level)
Ability Scores:
Strength- 14
Dexterity- 11
Constitution- 12
Intelligence- 17
Wisdom- 19
Charisma- 17
Jarlaxle and Auradin avatars by Teutonic Knight
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2009-12-23, 12:07 AM (ISO 8601)
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- Xin-Shalast
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2009-12-23, 12:32 AM (ISO 8601)
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- Jul 2009
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Re: Player Plans: Do You Wreck Them?
Your players come up with plans?! I have to work to make mine think ahead of the next ten minutes!
I wish I had this problem...Avatar by CrimsonAngel
Slaanesh wants you to click this.
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2009-12-23, 12:43 AM (ISO 8601)
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- Mar 2008