Warning Signs
Today’s comic marks the final installment of our Capes and Cloaks and Cowls and a Park sponsored-content-trilogy. Our newfound animation powers seemed like a fitting sendoff for the occasion. It also seemed like a fine opportunity to perpetuate our bad kitties theme.
What with the unraveling fabric of the titular park’s pocket dimension, things have gone horribly awry at the petting zoo. As Fighter really should have read in the sourcebook: “The kittens have multiplied, evolved into depraved killing machines, and installed a complex monarchy with them at the head.” One can only hope that Mr. Stabby can cast dancing lights.
Of course, this difficulty could have been avoided if our resident murder hobo had learned form his past mistakes. As Steve Jackson is so fond of reminding us, you really should know better than to etc. etc. But by the same token, anyone who’s ever sat behind a GM screen knows that players like to push the big red button just to find out what it does. So if you’re in Fighter’s position, you’ve got a decisions to make. Do you take the minotaurs’ warning and steer clear of the evil cute thing’s throne room, or do you push your way inside and find out what all the fuss is about?
To my way of thinking, moments like this are exactly where foreshadowing comes in. We talked about random rumor tables not so long ago, and encounters like murder-kitten are where they shine. The locals whisper fearfully. The bones lie outside the pavilion. But unless you’ve got access to expert investigation skills, players will have to make a best guess at whether “She Whose Thirst Cannot be Slaked” is a real threat or a tall tale from some drunken local yokels. That means foreshadowing is really just guesswork; results are still ultimately random; players may misinterpret warnings; NPCs may lie convincingly.
But here’s the subtle thing: reliable information isn’t important. The warning itself is important. As design-bros are so fond of saying, games are all about interesting decisions. Choosing to fight a CR-appropriate encounter because you have full hit points and your party is likely to win is all well and good. Congratulations on your system mastery. But to my way of thinking, the gambler’s thrill that accompanies imperfect information adds an extra layer of interest to a narrative game.
I’ll give you an example from last weekend’s dungeon delve. The players had just landed on the shore of an underground lake. A couple of tunnels led off to who-knows-where.
“Is there anything to distinguish these paths?”
“Yeah actually. The smell of rotting flesh emanates from the northern passage. The southern passage seems less foul, but as you peer down its length you can hear a woman’s scream echoing out of the darkness. It is abruptly cut off.”
In this situation, players don’t know if the northern tunnel contains easy-to-loot corpses or high-level undead. They don’t know if the southern passage contains a captive warrior woman (and potential ally) or a tricksy mage with access to ghost sound. However, any level of information gives you more to go on than, “The passages are identical and featureless.” In other words, the interesting decisions has to be fed by context. And that’s true even when the context is unreliable minotaur-based cat rumors.
Question of the day then! What interesting decision has your character made most recently? Were they obliged to take a best guess, or did they have access to unimpeachable intel? Tell us all about your own characterful choices down in the comments!
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Not exactly fresh, but still Something to remember.
Back when lord of the ring movies were out and about, the party i GM for were exploring an abandoned castle. since it was a castle most rooms had doors to them, castle = big place = lots of doors.
In all this place the party was really annoyed that the rouge kept checking each and every door for traps (what with buffs ticking, enemies getting perception checks etc).
when asked why he keep checking every door he answered in a low dark voice:
“Because one just not simply enter more-door”
You reminded me… I think I did a bit like this back in the day…
https://www.handbookofheroes.com/archives/comic/the-handbook-of-heroes-06
Hell yeah! That one was part of the original batch of uploads when we first launched. Can’t believe it’s taken me this long to get back to the idea of “trap as reading comprehension challenge,” but I suppose it fits. Telling your players that there are a bunch of featureless doors may work every once in a while, assuming you’ve got limited see-through-walls items or a player devoted to scouting. But in very large dungeons that mess gets old in a hurry.
Is this Cheshire Kitten a relative of the Misplacer Beast?
As far as interesting choices go, I indeed like it when there’s *some* clue as to what might lie beyond a number of otherwise identical passages. There’s nothing duller in a dungeon than going to a fork with two or more identical tunnels with no hints what’s beyond them, making you stop to make a completely uninformed choice that could equally doom you, help you, or do neither.
At that point your choices can be based on either divination magic (one of the extremely few viable uses of Augury), metagaming (i.e. looking at the map of the dungeon and figuring out if the next room might have a boss arena or such), or choosing randomly.
To wit, whenever my Kobold gunslinger encountered this problem in the many tombs of the Mummy’s Mask AP, he opted to use his ‘great leadership’, ‘navigation prowess’ and ‘secret Kobold techniques’ to find the correct path to take…
…Which his other party members would witness as him spinning in place with his eyes closed and pointing to one of the directions, and saying ‘that way!’, after I rolled a dice or flipped a coin.
Last time I had a dungeon crawl like that, I proposed just following the left wall like we were in a maze. Not very efficient, perhaps, but it’s not like we knew the efficient route ahead of time.
We did that in a Pathfinder scenario once. That route turned out to be every single combat encounter in a row with the boss at the end, missing everything that would have helped us. Not sure if the scenario writer did that on purpose.
That is a singularly unlucky route through the flowchart.
You reminded me of a… erm… not-very-politically-correct Exalted game. One of our players was a promiscuous sort, with extreme thirstiness being her PC’s primary trait.
At some point we were trying to choose a direction in the trackless wilderness, and we decided to try the Yojimbo approach, throwing a stick into the air to decide our path:
https://static.rogerebert.com/redactor_assets/pictures/scanners/opening-shots-yojimbo/yo6.jpg
This being Exalted, the “stick” in question was a weapon known as a “grand goremaul.” This cartoonishly huge hammer goes up, comes down, and (due to some silly “luck die” rolls), strikes our slut PC directly in the head. She’s immediately out cold. Her unconscious body falls straight to the ground… and it’s pointing perfectly northward.
“Looks like we’re heading that way, gang!”
And thus the legend of “whore compass” was born.
How come one of those minotaurs features a clean-shaven chest, and the other is a big fuzzy-chested boi?
Some minotaurs just like being clean-shaven, I guess. Maybe the one on the right was mocked for his wimpy chest hair and he decided to just cut it all off.
Look more closely, they’re both fuzzy-chested, they’re just palette-swapped. (The darker one’s fuzz is largely hidden by Fighter’s helmet.)
When you’ve got that much beef to show off, figuring out your presentation is an art.
I predict Ranger fawning over this kitten and Elmyra-ing it to submission.
Patches disapproves.
Warhammer fantasy, Norska campaing. Our group was heading off to Empire to raid… I wont go to the obvious details but on our way we voarded an imperial warship and the guy able to speak reichspiel was interrogating the few survivors. well he finds out about nice juicy yarget and since he rolled good successes we assume the info is valid. imagibe our suprise when we are met by musket fire and great swords men alongside the militia and within relatively short skirmish and looting period we are being harried by whta must have been at least a half a regiment worth of state troopers, so hasty retreat with what we have and furious attemp to release two of us and their personal warbands from melee with greatswords before trying to leave with our boats including the looted one while being peppered by musket and cannon fire. with out interfierence from the four gods of chaos my character would have become at least one armed, if not dead.
Our GM just kept repeating don’t trust an enemy. hell I was betting thta with the fear bonuses from his mutations the interrogator would have goten at least non ambush leading clues.
Oh and fun fact the horse of one if our characters is the most mutated terryfying thing of all of us.
> Oh and fun fact the horse of one if our characters is the most mutated terryfying thing of all of us.
You should ask Laurel about “Ten” sometime. Much like the Wu-Tang clan, horse monsters are nothing to fuck with.
I am intriqued. Though what makes this horse bad is not only it’s more bestial visage, head of an raven, and extra size but also see through skin. the chaos source book has couole hundred different mutations, some of them just asthetic, some buffing and others… well some might retire a character with one of those.
Oh and it’s a cat of course it’s thirst for blood can’t be sated, my ankles and feet are still feeling the random attacks inflicted on them by my brothers cat half a lifetime ago.
If there is a personification for chaotic evil, it is a GD cat.
I am not a cat person. The last cat to live in my house pissed my Karn, Silver Golem EDH deck.
https://tappedout.net/mtg-decks/05-10-16-karn-silver-golem-edh/
Despite being sleeved, most of my most expensive artifacts now smell of ammonia. And also my favorite suede sport coat. And my easy chair. And my man cave in general. And now I’ve made myself angry all over again….
So, what are the odds that She Whos Thirst Cannot be Slaked, Bad Cat, and Mr. Luigi (from Commoner’s past) will form a joint criminal enterprise together?
Add the Feline Party next to the Dragon Party, I suppose.
Low, since this is the last part of this sponsored crossover.
https://c.tenor.com/7YvxCDaYBs0AAAAC/youre-not-my-supervisor-youre-not-my-boss.gif
As a player, sometimes the most important decision is “Do I do the sensible, optimal thing, or do I follow my character’s instincts?” And I don’t mean things like “Does my rogue rob the paladin blind when he sleeps,” I mean “Does my absent-minded witch wander away from the party while they’re exploring the abandoned castle that almost certainly has monsters in some of these rooms?”
One is in-character and potentially more fun. The other is potentially less disruptive to the group and definitely won’t get the only character in the group who can kinda heal killed.
For me “absent-minded” is “forgets to buy more healing potions while in town” not “forgets where they are and wanders off obliviously”.
Relevant comic:
https://www.handbookofheroes.com/archives/comic/frickin-laser-beams
It’s a tough balancing act. I just got a part of Critical Role, for example, where a character imposes disadvantage on themselves for backstory reasons. It’s valid RP, but the tactician in me recoils.
My own take is that this stuff is more acceptable in low-stakes scenarios where DIRE CONSEQUENCES are unlikely. YMMV of course.
My players were recently faced with a stone throne with two buttons under the armrests, right where a person’s index or middle finger would rest if they were sitting in the throne. They correctly deduced, based on evidence and past experience, that the left-hand button would release a swarm of bees (or worse), but decided to experiment with the right-hand button.
Pressing it (while NOT in the chair) caused an old (as in non-recent) charred corpse to materialize in the seat. Pressing it again caused it to vanish. The group theorized that the left button originally released something into the seated person’s hand (a cavity now filled with buzzing–likely stinging–insects), while the right button transported them to a similar chair somewhere else in the dungeon. After summoning the corpse again and removing Mr. Crispy, the question remained: “Do we try the chair?” Inanimate objects could be sent away and brought back without mishap or fire damage.
Eventually the party leader DID try the chair, but she then got so caught up in what she found on the other side that she forgot to send any word back to her colleagues to indicate that she survived (other than their discovery that repeated button-mashing did NOT produce the incinerated body of their friend). The rest of the team made camp, brewed a pot of coffee, rested to regain hp, and teleported a healing potion to their teammate, just in case she was still alive, needed help, and was in a position to find and/or drink it.
Heh. Reminds me of the vacuum trap that killed my buddy the monk:
https://www.handbookofheroes.com/archives/comic/the-handbook-of-heroes-10
Making a best guess based on limited info is a tough business. Sometimes it’s just about doing your best and letting the dice roll.
We had an encounter where the identical passages were a feature – it was a maze full of nasties and we were desperately trying to find the centre (the only way out) with the entire party intact. The level of paranoia from the fact we couldn’t tell what was down each corridor was what made the encounter truly scary. Was it empty or was it going to try to kill us?
Got to the point where the party of 5 fully grown adults screamed at the sight of a new monster. Great fun.
Usually however I agree that context is far better. Nothing worse than a boring dungeon!
I wonder what the difference is? Boring featureless hall of doors vs. stressful labyrinth… Perhaps it lies in difficulty level? With resources dwindling and encounters depleting your hp and wandering monsters everywhere, you’re suddenly invested in escape. If you’re walking blithely down a corridor, on the other hand, with the option of consequence-free retreat and rest available….
They got to choose between taking tea with the BBEG or saving the princess from a dragon in exchange from a king’s ransom from the king. They choose the tea, makes sense in context 🙂
You see? Without that missing context, this choice is just random nonsense.
Say what you want of my plot but don’t dare to call tea random nonsense 😛
I’m beginning to suspect you of being a sentient mad lib.
Politically i am more of a sentient mad anarchist 😛
Chaotic-evil 4LIFE 😛
Not my own decision, but one my party is having to actively make as soon as session begins. We are playing a Gestalt game, and my Cleric/Barbarian is currently Feebleminded and Frightened 4 (PF2e Frightened is a condition that inflicts a -X on all d20 rolls)
With her mental faculties completely locked away and her draconic instinct overwhelmed by blind panic, the party is faced with a difficult decision: how to calm down or or otherwise defuse a cornered, panicking animal (or at least, a barbarian with the intelligence of one) who has the capability of 1v4ing the rest of the party fairly handily (as her build is extremely dangerous in melee, and the only other melee party members have extremely low health from the battle)
The best part about this difficult decision is that, because I’m feebleminded, I don’t have to make it! this is, categorically, not my problem.
How did you and your GM decide upon an appropriate RP reaction for your barbarian? This is a moment where a player could easily puncture the tense situation by declaring “I curl into a fetal ball and cry.”
At the time, she was still fighting the boss- her last conscious thought was ‘protect the party, destroy the monster’ so she just kept wildly swinging. The exact text of the critical failure to feeblemind is “If the target is a PC, they become an NPC under the GM’s control.” So I left it up to the GM on where she went from there. He went on ‘attacking anything with a weapon visibly drawn’ which is why the druid had the thought to put a wall of stone to give her space to calm down.
> If the target is a PC, they become an NPC under the GM’s control.
Interesting that they codify this in pf2e. I’m not seeing that language in Pf1e or 5e, leaving it much more up to individual interpretation.
Still, it strikes me as a wasted opportunity in these terms:
https://www.handbookofheroes.com/archives/comic/prince-charming
It’s only so hard codified in 2e because of how much more unlikely it is than in other systems. In 5e and pf1e it’s just ‘fail your save’ but in pathfinder 2nd edition, you have to critically fail (which means fail by more than 10, or fail and also roll a hard 1) and *also* the caster has to be casting it at a spell level at least half of your character level, due to the Incapacitate trait (Incapacitate: If the victim’s level is over double the level of the Incapacitate effect, their save is 1 step better critfail->fail->success->critsuccess)
I could only critfail because I rolled a hard 1 and the boss was casting it with their highest level slot.
I got excited for a sec, thinking that the PF2e version of the spell differentiated between “you’re mind-whammied, but you’re in control” and “you’re mind-whammied, but your GM is in control.” That seems like an interesting design space to me.
I don’t get it. This is just a normal cat!
And that’s just a normal rabbit.
https://c.tenor.com/dEkC2koxGR0AAAAM/monty-python-and-the-holy-grail-bunny.gif
Not the most recent decision, but rather one of the first:
Now that we’re buffed up, including Death Ward and Protection from Evil, should we dimension door into a host of vampires and just obliterate them?
My divination spell returned “woe” as our result. We later learned that they had access to dispel magic, so we’d have been quickly overwhelmed. Frontal assault instead, then. AKA nigh-impeccable info at the time.
Nothing interesting enough to remember that’s more recent, though.
Hell yeah! Way to use your investigative tools properly.
As a GM, I’m dealing with this biz at the moment. My players are about to head to an oracle to ask about a BBEG’s weaknesses. Ima have to figure out how much info to pass along to keep things interesting.
There my party was, confronting the BBEG that’d hive-mind-controlled much of a small city, including all of the guards and one of their own, just as the Ritual Circle of Unknown Purpose^TM ^C ^R got properly warmed up. The BBEG’s mooks that they were using as spare HP had all gone down, but the chanting was growing loud, the runes were glowing bright, and the air was beginning to taste of ozone. So, rather than continue whaling on the target that had apparently tanked a critical *acid arrow* to the face with little effect, the fighter makes an Arcana check, chooses a new target, and pre-emptively attacks the civilian trying to escape the BBEG’s clutches in the centre of the circle, thinking that removing the human sacrifice at the wrong time at least had a chance of preventing the ritual from going as planned.
Fortunately, the PC was right. Un?fortunately, the BBEG managed to channel what magic had built up into doing something not unlike what they wanted, rather than it just flattening the local area. Fortunately, no eldritch horrors have yet come through the new extra-planar gate. Unfortunately, the construct that was doing the mental magics has gone now, and took its knowledge with it.
Sometimes these moments of “make your best guess” can feel uncomfortably like metagaming. But you know what? A character in that sort of tense situation may just have to gamble on a hunch.
That leads to an important question though: what info did the fighter receive after making the Arcana check. I feel like that’s important biz given the context of today’s comic.
IIRC, it was along the lines of ‘he is the only person in the room that is actively trying to leave, and the BBEG is holding a knife to his throat even as she fends you off; him being sacrificed is probably what finally casts whatever this spell is, and this much magic probably won’t be happy if it’s cast prematurely.’
Essentially, they ‘foiled’ the Gunpowder Plot by hucking an incendiary grenade into the basement full of explosives the day before the plan was meant to go ahead.
There’s some interesting ambiguity in the phrase “probably won’t be happy.” That is, I think, the moment where the interesting player decision comes in.