I particularly enjoy the Himedere approach, but only because it makes their victory at the end that much more satisfying if I do it right.

  • jjjalljs@ttrpg.network
    link
    fedilink
    arrow-up
    0
    ·
    6 months ago

    I’m more of a Himedere, and it’s a lot of fun when the group is into it.

    I did a really good dungeon with a puzzle once. Part of how it worked resulted in players unexpectedly getting split up and not being able to find their way back, while also being at risk of freezing to death. One of the players was like “I’ve never been so stressed in my life”, but like in a good way, and I took that as the highest praise. I was so proud of them when they figured out the dungeon

    • tissek@ttrpg.network
      link
      fedilink
      English
      arrow-up
      0
      ·
      6 months ago

      Another Himedere checking in. I love setting up situations where the players and/or the characters squirm in anguish about what to do.

      My favorite so far was an estranged princess living as a man and hostel owner. He had turned his back on the throne and wanted little to do with it. As a bonus he was the only child of the king’s only remaining child. Fast forward a bit and he needed a (legal) favor from the king. Went to court and met with his grandfather. The king would do it, no strings attached if a) he returned to court and resumed his duties as prince and b) sired an heir.

      There were a good thirty minutes of the players anguishing if he should accept while going deep into character motivations and the setting. During that game I don’t think I did as much concrete worldbuildning as during those thirty minutes. I loved it, the players loved it. Great time.

      • CalamityEmu@ttrpg.network
        link
        fedilink
        arrow-up
        0
        ·
        6 months ago

        Speaking as a player (most of the time) I love making things worse for my poor character. And I send my evilest ideas to my DM. Who then makes them heartachingly worse. It’s great.