Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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A problem with RPGs is it really takes just one bad player who insists on acting out of character for the world to disrupt the entire atmosphere.
The amount of D&D characters who even in play by post games refuse to stop using modern slang in character makes me weep.
 
Well, things went reasonably okay, all things considered.
I'd had a long weekend dealing with RL stuff and didn't have time to make a character, and I was running late to the session as it was, so I was not in the best mood when I arrived. I wasn't the only one who hadn't quite finished everything yet, though, and the guy who wanted to DM also gave me a new set of dice as a late birthday present, so that helped my mood. At that point, the party consisted of a half-elf blood hunter (someone wanted to give that edgelord class a try), a halfling rogue, a tabaxi fighter, and a human wizard (from my friend who literally never plays anything but wizard, and nearly always variant human). Considering how there was no healer and I'd already been thinking about rolling a cleric, that's what I chose. DM wouldn't let me do warforged, but he was okay with shadar-kai, which fit well thematically with the Twilight domain.

The session was fairly loose with other players roaming about town and getting up to shenanigans for fun and profit while I worked on my character. The fighter engaged in gladiatorial combat, winning one match and getting utterly walloped in the second. The blood hunter bet against him and tried to sway the contest in his opponent's favor with some blood magic fuckery, but he was immediately caught and thrown in jail for the day. The rogue went around pickpocketing a bunch because rogue. The wizard, meanwhile, was hired by a woman whose husband was cheating on her to rough him up a bit; the husband gave him an item he didn't know was cursed as a bribe to get him to go away, so as retaliation he went back and burned down his house. (Did I mention the wizard's lawful evil? I might end up killing him.)

So after a day of light murderhoboing (except for me, I apparently just wandered around town all day), everyone met up in the tavern for drinks when the barkeep rushed up from the basement and yelled about spiders. We went down and killed them, although two of our party went down and I had to get them back up after the fight was over (should've let the wizard die honestly, force my friend to actually make something different). We heard the sound of kobolds in the tunnel that the spiders came out of, but it was late and we needed rest, so we called it a day before dealing with those. Also I needed to go at that point, so it was a good stopping point.

The DM informed us of the basic structure of the campaign going forward: we're to be hired on as bodyguards for a caravan headed for Kara-Tur that will leave in a few days, but something is going to go wrong along the way, leading us to enter some kind of dungeon he's been working on. Dungeon delving is what he particularly enjoys about D&D, so that seems to be what the focus will be.
Overall, it went generally smoothly, although he had to ask about how to handle various mechanics multiple times so he's definitely going to need some practice. It seems the plan will be to use this as a backup whenever our ToA DM wants to take a break for a session or two, but we'll be sticking with our main campaign for the most part. Everyone was pretty much in agreement that we want to go kill some necromancers, so next week should see us returning to the jungle.
 
How is bad TTRPG real?
Hahahaha nigga just walk away from the table
Like nigga open your eyes

. Feels like the only winning move is not to play.
That's why I lead with the suggestion I lead with. Don't get caught in the sunk cost fallacy. Move on, you'll be happier.

I'm too grognarded to try to 'fix' players anymore. I talk to them as people and if still they don't like it, they can leave. If they don't like and don't leave, they are then told to leave.

a tabaxi fighter
Suffer not the furry to live
 
In my games, torture (beyond intimidation and a little smacking around) is always fatal - "the (usually injured) person you were torturing goes into shock and dies when you break their arm" "You go to cut off a finger, but they flinch, you nick an artery/cut off their hand and they bleed out in seconds" "the holy water burns of the necrotic spell animating the wight and it is now just a corpse". Homey don't play that shit.
I wouldn't do that. Both because its unrealistic, and because its an easy pussy out move. Much more interesting to have their torture targets survive and comeback seeking revenge at a later date.

Suffer not the furry to live
My last campaign in college featured two Tabaxi (at least one was a rogue, maybe both). It was actually fine, and wasn't an issue. But the guys playing them were cool and weren't massive furry degenerates at all.
 
I wouldn't do that. Both because its unrealistic, and because its an easy pussy out move. Much more interesting to have their torture targets survive and comeback seeking revenge at a later date.

You have dudes summoning energy badgers from magical realms. Realism got off the train a couple stops back.
But if we're talking rule adherance, a torture victim can easily be counted as helpless and thus subject to coup de grace rules when taking damage.
In any case I don't want to RP torture at my table, but I guess you do you.
 
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You have dudes summoning energy badgers from magical planes. Realism got off the train a couple stops back.
But if we're talking rule adherance, a torture victim can easily be counted as helpless and thus subject to coup de grace rules.
In any case I don't want to RP torture at my table, but I guess you do you.
If you cutoff a nigga's finger, he ain't going to bleed to death right then and there. Punch a guy in the face, he probably won't die unless you are wearing a metal gauntlet and punch him as hard as possible.

Now, if you escalate and start doing permanent damage and compounding injuries, that's different. Which is why torture should only be done by trained professionals who know how to keep their charges alive and capable of talking. One way to screw with the players who resort to torture is to have things go wrong outside of just killing the guy. For example, if you hit a guy in the mouth, now he can't talk correctly because you broke his jaw, so asking questions is now useless (and its possible he doesn't know how to write, or you already broke his hands so he can't write). Hit him in the head, and his memories become fuzzy and he has a hard time remembering the information. Stuff like that can screw over players who aren't actually intelligent about what they are doing, and just resort to torture for the sake of sadism.

Of course, if you are dealing with human opponents, torture is something that will inevitably come up when you take prisoners and need info. Especially during the medieval period that Dungeons and Dragons is ostensibly based on, since torture was commonly applied to elicit information and confessions of guilt during this period. And sometimes, if you have a target that can't be bluffed or simply intimidated into giving information, torture maybe a necessary last result. Off course, a relatively interesting way to screw with players is to simply employ the most obvious issue with torture and (one) of the reasons its no longer commonly employed: the person being tortured will simply tell their torturer whatever they want to hear make the pain stop, even if its a lie. So a person who breaks under torture isn't necessarily telling you the truth.
 
If you cutoff a nigga's finger, he ain't going to bleed to death right then and there. Punch a guy in the face, he probably won't die unless you are wearing a metal gauntlet and punch him as hard as possible.

Now, if you escalate and start doing permanent damage and compounding injuries, that's different. Which is why torture should only be done by trained professionals who know how to keep their charges alive and capable of talking. One way to screw with the players who resort to torture is to have things go wrong outside of just killing the guy. For example, if you hit a guy in the mouth, now he can't talk correctly because you broke his jaw, so asking questions is now useless (and its possible he doesn't know how to write, or you already broke his hands so he can't write). Hit him in the head, and his memories become fuzzy and he has a hard time remembering the information. Stuff like that can screw over players who aren't actually intelligent about what they are doing, and just resort to torture for the sake of sadism.

Of course, if you are dealing with human opponents, torture is something that will inevitably come up when you take prisoners and need info. Especially during the medieval period that Dungeons and Dragons is ostensibly based on, since torture was commonly applied to elicit information and confessions of guilt during this period. And sometimes, if you have a target that can't be bluffed or simply intimidated into giving information, torture maybe a necessary last result. Off course, a relatively interesting way to screw with players is to simply employ the most obvious issue with torture and (one) of the reasons its no longer commonly employed: the person being tortured will simply tell their torturer whatever they want to hear make the pain stop, even if its a lie. So a person who breaks under torture isn't necessarily telling you the truth.
You're missing the point.

He's not allowing PCs to torture people not because there may or may not be consequences or whatever.

He just doesn't want PCs torturing people on his table. It's not a subject he wants to play with. If he's the GM, he has the prerogative. And it's better to nip it in the bud in-universe with an excuse that might give the player a clue, than having to drag a player to the side and tell him to cut it the fuck out before he gets kicked out.
 
And it's better to nip it in the bud in-universe with an excuse that might give the player a clue, than having to drag a player to the side and tell him to cut it the fuck out before he gets kicked out.

Yup.

I just tell my players very clearly upfront: You can take prisoners, you can smack them around and you can threaten them (and especially with mooks you've just spend the last 2 hours 36 seconds beating up, they'll be suitably affraid of you), but if you attempt to actually torture and maim them they will die. So don't.
(and if you keep trying to torture prisoners, you'll probably be asked to find another game).

Its not that my worlds are squeaky clean PG place, there's lost of horrible shit that happens in backgrounds or they walk through the aftermath of, but there is some shit I don't feel a need to explore in session, and players sadisitically torturing imaginary others is one of those things. I'm not sure I want people who want to explore it at the table with me. And three paragraph research papers on how its historically accurate for me dig out that guys eyeball with a spoon and make him eat it after being told "knock it off, you're being weird" is a good part of why.
 
On the subject of torture, in our Hell's Vengeance campaign that led to one of the most gut wrenching and vile mental images I've ever had.
Nothing to do with the torture itself, we don't rp that, just make the time investment and rolls.
The intimidate attempt the goblin ranger made before he busted out the thumbscrews was to stick his disgusting little claw in a plum and say (in his Yoda voice) "I am going to thumb your plum."
 
And three paragraph research papers on how its historically accurate for me dig out that guys eyeball with a spoon and make him eat it after being told "knock it off, you're being weird" is a good part of why.
Isn't that almost a scene from Pan's Labyrinth? But yeah, if it doesn't fit the world, or what you even want in a game you're running, just either outright forbidding it or punishing it with bad results (or just disbanding the whole thing if the group basically sucks) is the right option.

In normal universes, I'd generally just default to some enemies could be roughed up a bit for information if character morality allowed it (or the situation was urgent enough for even the paladin type who was always present to let it slide), but anything getting into weird torture would result in absolutely useless information and they'd lose by failing to get what they needed.
 
You're missing the point.

He's not allowing PCs to torture people not because there may or may not be consequences or whatever.

He just doesn't want PCs torturing people on his table. It's not a subject he wants to play with. If he's the GM, he has the prerogative. And it's better to nip it in the bud in-universe with an excuse that might give the player a clue, than having to drag a player to the side and tell him to cut it the fuck out before he gets kicked out.
If you don't want to deal with it, its better to just bring that up upfront, rather than play around with it in roundabout ways. No point being cute about it. Just be upfront about you not wanting to go there, and leave it at that. If they don't want to do that, then they can leave the table. Its generally better to nip things like that in bud rather than let them fester, so everyone can move on.

But yeah, if it doesn't fit the world, or what you even want in a game you're running, just either outright forbidding it or punishing it with bad results
I'd rather be straight up with a player if something is bothering me, rather than punish them for something I never specifically made clear was issue. Assuming you aren't playing with kids, everybody at the table is an adult, and should be able to discuss things as such.

The best way to do it is to just lay it down from the beginning what the campaign will or won't allow ("no torture fellas, graphic finishers may or may not count").
 
I'd rather be straight up with a player if something is bothering me, rather than punish them for something I never specifically made clear was issue. Assuming you aren't playing with kids, everybody at the table is an adult, and should be able to discuss things as such.
I generally played with normal people (at least by my standards), so people inserting their weird fetishes into a game was never a problem.

I'm glad I quit before that became such a universal thing that it is now nearly inescapable.
 
Torture doesn't come up often in games for me because all too often we have a party face to play good cop that will go in first and calmly explain that the roided out fighter or barbarian considers every hole a goal so why not do this the easy way, or we just use charm/dominate spells. The only time we had a real torture session was more of a drawn out execution because we found some piece of shit trying to kick an orphan to death in an alleyway and really felt the need to make an example of him so the other street trash would reconsider such actions in the future. Orphan actually ended up being a plot hook and by mid-campaign we had rescued a bunch of others that were being used for magical experiments and ensured the man behind it wound up in a very specific hell where he's having a very bad time for eternity.
 
Straight up torture is very rare in our games if at all. The worst you get is some depraved shit done to NPCs during the inevitable murderhoboing that occurs since my groups are hellbent on not taking things seriously and just running around like supernaturally charged adult toddlers.

That said we used to have one guy who was obsessed with punching everything in the dick and the DM (not totally incorrectly) wouldn't change anything about the attack description/effect from a regular unarmed attack, which on one hand bugged me because like, I dunno, raise the AC of the monster for the attack and make it have a chance for a stunning blow or something I don't know, give it some flavour this isn't exactly some high-level serious session it's literally a dungeon crawl you whipped up an hour before we got there.

On the other hand... what the fuck dude, just swing your sword like a normal person.
 
That said we used to have one guy who was obsessed with punching everything in the dick and the DM (not totally incorrectly) wouldn't change anything about the attack description/effect from a regular unarmed attack, which on one hand bugged me because like, I dunno, raise the AC of the monster for the attack and make it have a chance for a stunning blow or something I don't know, give it some flavour this isn't exactly some high-level serious session it's literally a dungeon crawl you whipped up an hour before we got there.

On the other hand... what the fuck dude, just swing your sword like a normal person.
Tell me he was at least a monk to justify using unarmed attack (got to admit, you should probably get some kind of stun bonus for landing Flurry of Blows on some guy's nuts).
 
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From Pozzo's latest AP.
 
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