>Challenge players with the question: Do you use seatbelts?
>Watch them squirm and argue for 15-30min whether they should or should not
Heh heh.
>Mention a dark puddle
>Watch them go around it
>It was just a puddle
How are you making your party tense up in your campaigns?
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>"i open the door"
>how quickly?
Genius
As soon as FBI gives us the go ahead
Hard kick just next to the handle. Either it goes off its hinges or recoils into Mr. I'm screaming either way.
>DM: You're talking quite loudly
>Player: What, do I hear anything?
>DM: No but they might
>Player: "They?"
>DM: "Yes"
Then enjoy the thought of players talking softly so the non-sentient nor hostile trees can't hear them.
>perception roll
>"You don't notice anything."
They're getting quite bored of that already. Have to think outside of the box.
From the same book as:
>sense motive roll
>"He seems genuine to you."
Try "for a brief moment you think you see something out of the corner of your eye, but when you go to look it's nothing"
>perspiration roll
>"You don't smell anything"
>"You had gold with you, right?"
>"So what order are you guys marching in again?"
>"Sorry, can you remind me how many healing potions you have left?"
>(write something on a note)
>(pause to randomly roll dice behind the screen and look at the result)
>"Are you sure?"
>Ask to see character sheet
>Ask where's information about character's family
? ? ?
What?
Sweet innocent player
More like "confused ESL". I genuinely struggle with understanding the point of this thread. Like what sort of fricking question is that if they've got their seatbelts? Of course they fricking are. Do I need to be Ameritard to get this or something?
>Of course they fricking are.
If you play Cyberpunk / space pirate / heist style games... it's a valid question.
homie, I'm running a Hollow Earth Expedition campaign and still the question about seatbelts is moronic, especially as tension riser. Or implication that players would argue over it.
Also, what sort of moron steps into a poodle, even if it's regular one? What are you? 5?
Step on every poodle, it's morally correct.
>wearing a seatbelt
Lmao i bet you drive sober too
>ESL
>obsessed with America
Pick both, every time.
>always ask for marching order, how they arrange tents while camping, who shares rooms in the inn, order of who takes watch, etc
>Enemies "drop" or feign death
>Wait till the PCs have moved onto another target before getting back up to attack again, ideally from behind
>This can of course be avoided, if a character checks if they are truly dead with a skill check during combat
>Or just a finishing attack, but still that's an extra attack round on every enemy during a combat ncluding ones that are actually dead
also
>Constant harassing/ambush attacks where, combat starts
>Enemy(s) get off an initial ranged attack and then just run away before PCs can properly respond, combat ends
>Periodically repeat through the area
>Player rolls right on the cusp of succeeding a spot roll
>"Do I see anything?"
>You don't THINK you see anything...
>Twenty minute rationalizing begins
Thanks Spoony.
>Have a DMPC
>They do everything wrong and lead down all the wrong paths
>Party just assumes the "Mary Sue DMPC" would do everything right and/or railroad them down the correct path
I gotta steal that.
Not that anon, but I had oodles of fun doing something similar. I introduced an npc and the PCs believed him no matter what I said. They never questioned him or even thought about what he was saying. They believed that because I as GM was saying it, that it had to be true. Cue the rustling of jimmies when it all turned out to be bullshit 5 sessions later. They got real pissed and accused me of intentionally lying to them.
I wish I could do this. My players instantly distrust every NPC even though I've never had an NPC betray the party.
I've never cheated my players once with a backstabbing NPC but those fools always think I'm going to. I'm now making the primary villain a NPC they are dealing with and I'll backstab this time just to see why they wanted this so badly all this time.
That just means you are a shitty GM, since they always consider your NPCs to be against them. They don't have to be, but your presentation might easilly convince people otherwise.
Grinding the game to a halt with gotcha questions and having them freak out over meta things are surefire ways to ruin a game.
If you even have one in the first place.
Why would anyone step into a puddle in the first place, even if it's just water? It's like basic fricking instinct to not get wet whenever it can be avoided.
His head is oddly off center.
>You know, you can can leave the dungeon and come back later.
>Probably.
Honestly, most of the tension I implement is because I mention things the PCs aren't meant to know accidentally, and then just cover it with a "probably" or "maybe". That, and one of my players knows I'm a sadistic bastard, and thinks I'm trying to trick/kill them.