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Page 766 in Cocoyashi Village
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By the same author as Grand Line 3.5
Comments:

*Sigh*




13th Nov 2015, 2:51 AM

Well that just nerded out most of the posts on the previous page...

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Kaze Koichi




13th Nov 2015, 3:30 AM

Happens to my party every time.

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Requiem_Jeer




13th Nov 2015, 4:13 AM

The feat I was referring to was Natural Heavyweight, if you used my description for some of that. It doubles carrying capacity and has some gravity-dependent minor skill adjustments.

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Keirgo




13th Nov 2015, 5:05 AM

Ahhhh, 'Stop giving the GM ideas', the classic warcry of every party I've ever worked with.

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Raz




13th Nov 2015, 9:54 AM

Exactly! I always wait until the DM has finished doing whatever he was planning for an encounter before I make comments on what might have happened.

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Bluejay Blaze




13th Nov 2015, 2:49 PM

Ksesesesese! My players hate it when they give me idea, but they never seem to learn.

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Zangevi




14th Nov 2015, 12:10 AM

Have you considered that maybe they're masochists

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NXTangl




17th Feb 2017, 5:18 PM

That was such a One Piece laugh. Nice.

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The Old One




13th Nov 2015, 7:24 PM

Most parties like to demonstrate how terribly clever they are by reverse engineering a particular npc. Said parties are an excellent resource for the creation of more vicious npcs.

Most parties, mind you. Mine just complains that I'm trying to kill them.

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BakaGrappler




13th Nov 2015, 8:53 AM
"Tell a Story: You're making it worse!"

Gamers love knowing their guff, being rule masters and showing their mastery. Even correcting the GMs in a way that makes thing harder for the party, or worse, giving them ideas and suggestions on how to make them suffer more.

Share a story about a time when your group gave the GM a piece of the puzzle they needed to reaaaaaaally make you suffer.

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Joe the Rat




13th Nov 2015, 9:17 AM

Man, that's going to be one heck of a brick joke. Or I'm forgetting something between here and Mermaid Island.

My problem is my players are actively trying to make it worse.

"We need critical fumble rules!"
"So what happens when I mix these potions? Does it explode? It should totally explode."
"Mutations table? Oooo! Me! Me! I want a dose!"

But more to the point, it's not so much rules/builds but plot holes. If there's something odd, or a missing detail that's pointed out, it comes later in the form of a new antagonist. Who taught the goblins how to fly? Why is the gnome so important here? Why can't the wood elves handle a problem in their own dang forest?

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Ged




13th Nov 2015, 11:49 AM

If there is a plot hole or missing detail, you are avoiding the most obvious solution, time travel. It can be used to fix any inconsistency in your plot or characters, just use it until the plot is broken enough and you don't have to work about it making sense.

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Joe the Rat




16th Nov 2015, 10:00 AM

I hate time travel. It makes for messy book-keeping.

That and I have enough trouble keeping my tenses mixed up for fey (they're not used to this whole cause-effect time arrow business) to actually make things all wibbly-wobbly for the players.

That, and I find it makes them deliciously paranoid when "ha ha! you didn't think of that!" turns into "Oh crap, there was a reason for that!"

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athmos




13th Nov 2015, 12:07 PM

i like ussops face at the end of it the gm just throw a house and my fellow players are telling them how to do it better

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Devlerbat




14th Nov 2015, 3:27 AM

So looking at your Fishman race I have noticed that they are neglecting the fact that Fishmen have double carrying capacity. I imagine that this would be the secret to how Arlong can lift a house.

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NXTangl




17th May 2017, 1:46 PM

I assume that the discussion is them planning encounters for the Fishman Island arc.

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Reeder




26th Aug 2017, 7:51 PM

I love DM reaction.

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