• @GraniteM
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    5 months ago

    “Drenched from head to toe in the blood of your opponent, you stand over their crumpled body.”

    “Sweet! I loot the corpse. What do you I find?”

    “A small note: ‘Note to self: get cure for horrible blood plague.’”

    “…fuck.”

  • @mossy_
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    345 months ago

    “Great I’ll put it in the bag of holding. How much is it worth? I rolled a 20, you have to tell me”

  • @_lilith
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    195 months ago

    Be proud. You were a fine warrior. Your only mistake was your choice of master. Let the winds lift you, to a higher place.

  • @[email protected]
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    175 months ago

    This reminded me of how system really affects player behavior. I was playing a game where doing some things would trigger a check to avoid consequences.

    There was a lot of “I’m gonna shoot him” -> “ok but you’ll have to roll for humanity loss” -> “…fine, nevermind, I’ll talk to him instead”

  • @[email protected]
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    125 months ago

    Remember to save these for when the party are getting a little too “morally grey”, because unless you’re running a “dark and gritty” campaign then it will discourage them from ever wanting to get in a fight!

  • @[email protected]
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    85 months ago

    You loot the kobold’s body. You find a note that reads:

    “Dear Krag, I miss you so much, and I pray for you to return soon. Our clutch of eggs is due to hatch, and more than anything I want the first thing they see is their devoted father…”

  • @[email protected]
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    75 months ago

    And then there’s my fighter, who killed three pirates after hearing about their hopes and dreams.

  • @[email protected]
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    54 months ago

    … this list contains like 3 items phrased differently ~7 times each.

    “This person had a family/friends” “This person was supporting someone else” “This person liked their pets”

    repeat …

    • @PM_Your_Nudes_Please
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      44 months ago

      Well yeah. The goal is to humanize the person they just killed, to make the players potentially regret their murderhobo ways for a brief moment. And one of the fastest ways to make a character (at least shallowly) altruistic is to have them pet the dog. Do something kind for something/someone innocent. It’s often used to show that an antagonist isn’t entirely evil, and is acting against the party due to a specific goal (rather than simply being evil for evil’s sake).

      It’s the inverse of the “kick the dog” trope, where a character does something obviously evil for no narrative purpose other than proving that they are evil.