Page 828 in Cocoyashi Village
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Average Rating: 5
Number of people who have voted: 2

By the same author as Grand Line 3.5


11th Apr 2016, 1:05 AM

Looks like this RP is finally starting to get to the non-RP players, hehe. It's always good to see a legitimately compelling story melt the heart of even the staunchest of munchkins

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The Old One

11th Apr 2016, 6:16 PM

Not terribly surprising. In a lot of cases RP tends to be pretty individual. If you're not the one involved in the RP, you're basically twiddling your thumbs. Very few groups can pull off full party RP without at least one member screwing things up, frequently out of boredom.

On the other hand this does set the party up for the big fight scene, so now they have the motivation to go put this guy down. Not that they really need a reason. Arlong's an NPC and they're mostly there for killing

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11th Apr 2016, 2:27 AM
"Tell a Story: Just skip it"

Players love getting to the good part, usually by metagaming to jump over the "busywork" of actually going to places they need to in order to actually know what's happening or meet up with people they need to.

Share a story about a time players decided to skip a few steps in your games.

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11th Apr 2016, 3:19 AM

I would love to do that... but it seems to happen in every game I run and it's hard to pick just one instance.

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11th Apr 2016, 11:38 AM
"Breaking the GM"

Once in a Star Wars based session, the GM was very heavily hinting (i.e. flat out told us) that our broke-ass party should speak to the governor of the world we were on in order to gain the money to bankroll the adventure. However, the GM was also kind enough to give our pilot a ship, before the session started. So our pilot went to an ocean world (with, of course, non salt water oceans), filled the hold with water, and kindly sold it on Tatooine, for massive profits. We kind of broke his story. He was not amused :)

But I got a really expensive light-sabre out of it, so it's all good.

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11th Apr 2016, 3:29 PM

Going to play the spoiler again and point out that your GM shouldn't have been that mad as it was easy to make that plan backfire. If you (whomever is reading this) don't care to discuss it further, go ahead and stop reading now. XD

The short version is that if the GM wanted to there are four things off the top of my head that should have made that plan either impossible to begin or caused it to go wrong during or after its completion.


Now the long version is:

1) If the group is broke how do they afford the travel costs to this planet that just happens to have oceans of poorly guarded freshwater and then to Tatooine. If these are right next to each other and it was that easy, shouldn't everyone else be doing it and there be a thriving industry? At the very least how did the group afford containers for the water? If the GM gave you a ship with a significant amount of extra storage space for liquid that it could keep uncontaminated, this might have been the GM's plan all along.

2) Who owned the water on that world? Maybe theft and smuggling was in character but it really should not have been unopposed. If there was no one to defend the water, with it being such a valuable commodity to desert worlds in the entire sector, it probably would have already been harvested by now. Especially as it was already freshwater.

3) Was the water safe? Just not being saltwater isn't the same as not containing any foreign agents that would screw with the local biology, be it an invasive species or contagion. Part of the likely cost of shipping water to Tatooine is testing it, getting it certified as safe to drink, then keeping it that way!

4) With legal shipping and sales you'll have taxes and/or tariffs. If smuggling, you have rival smugglers and organized crime to contend with. I mean it is Tatooine; even if it is after Jabba's death I am sure there are some trying to fill the void he left. Again, adventure fodder!

Frankly this almost sounds like the GM just letting someone take a job to earn some in game currency. Which if the GM doesn't want to force a time frame is totally possible in any setting that is not too fanciful and has at least close to modern economics. :)

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13th Apr 2016, 9:10 AM

But it was so easy to make him mad! In answer to the long version -

1) because the GM allowed that the ship had full fuel (on the logic that our pilot had left it at the docks when he landed, and requested refueling),
2) we stole it, in and out, open the hold, scoop in water. I have no idea why it worked either :/
3) we had no idea, we sold it and ran
4) our GM didn't even think about taxes or tariffs, he was busy trying to get us back on the rails.

And to be 100% fair, it was his first time GMing, and he stated after that little escapade that he had expected us to loot the hell out of Jabba's now empty palace, and find the hints for the full adventure. Instead we tried to build another Empire.

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16th Apr 2016, 8:19 AM

Thanks for explaining. Yeah, my own time as GM as well as during the learning period for my old group's regular GMs had similar episodes of "In hindsight, that probably ought not to have worked near as well."

Building another Empire? Man, sounds like I might get on well with your group. XD

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12th Apr 2016, 10:46 PM
"in a general sense"

I despise that my group is all much more seasoned than I am in terms of table gaming and its tropes, and it irks me when they metagame scenarios like travel time.

If the GM's like "Alright you guys leave the town and a few days later you arrive at the other town", the group just nods and goes 'sure'. But if the GM's like "Alright you leave the town and after a few hours on the road--" the whole group groans because they know it's gonna be encounters and night watches and ambushes.

Which is stupid. They may have encountered those things, but I haven't, not enough to be tired of them.

Next time I GM, I'm gonna make them endure a whole road trip with not one single ambush. That'll learn 'em.

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