Now I Know Why They Call Them Clueless

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Sumpbeast's picture
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Now I Know Why They Call Them Clueless

Finished the second session of my Planescape campaign yesterday. I was running the very first adventure from "Well of Worlds".
Well, the characters thought it would be a good idea to get a fiend for the Pillar of Skulls by attracting the attention of a flight of abishai. Needless to say the session ended rather abruptly...

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Isn't that when a Tanar'ri

Isn't that when a Tanar'ri lord offers to save their sorry hides for a small fee, during the acquisition of which the clueless sods might gain some wisdom and experience of the planes?

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Yeah, or imprisons one of

Yeah, or imprisons one of their souls contractually in exchange for their freedom so he can use an abuse them at future dates that are convenient to the DM. If I killed my players every time they did something stupid, we would have deforested the Amazon for want of character sheets.

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Shoulda, woulda, coulda... I

Shoulda, woulda, coulda...

I realize I should have skipped to the end of the adventure at that point. But considering how much trouble they had with the Spinagon at the beginning and the warnings I gave they really should have known. Unfortunately, two of them went to -10 in the "altercation".

I also thought it was a monumentally stupid thing to do.

Well I guess I learned something about improvising as well.

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Yeah, I have a player who

Yeah, I have a player who kills everything in sight that isn't explictly labeled "Good" in the Monster Manual... and THAT was in 2e and 3e, where quite a few creatures were of the "Good" variety. I expect him to be even MORE bloodthirsty in 4e, where there are maybe two monsters of "Good" alignment in the entire game! And I can pretty much forget having any recurring villians in the plot, since he kills anything that doesn't kill him first, thereby pre-empting any second encounters with the same foe... unless of course he dies first! To him, anybody he encounters is either there as 1) an ally to fight alongside, 2) there to give him treasure and/or info, or 3) there to be slaughtered for XP...

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Anime Fan wrote: Yeah, I

Anime Fan wrote:

Yeah, I have a player who kills everything in sight that isn't explictly labeled "Good" in the Monster Manual... and THAT was in 2e and 3e, where quite a few creatures were of the "Good" variety. I expect him to be even MORE bloodthirsty in 4e, where there are maybe two monsters of "Good" alignment in the entire game! And I can pretty much forget having any recurring villians in the plot, since he kills anything that doesn't kill him first, thereby pre-empting any second encounters with the same foe... unless of course he dies first! To him, anybody he encounters is either there as 1) an ally to fight alongside, 2) there to give him treasure and/or info, or 3) there to be slaughtered for XP...

Ah, so the modern day MMO player.

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Anime Fan wrote: Yeah, I

Anime Fan wrote:

Yeah, I have a player who kills everything in sight that isn't explictly labeled "Good" in the Monster Manual... and THAT was in 2e and 3e, where quite a few creatures were of the "Good" variety. I expect him to be even MORE bloodthirsty in 4e, where there are maybe two monsters of "Good" alignment in the entire game! And I can pretty much forget having any recurring villians in the plot, since he kills anything that doesn't kill him first, thereby pre-empting any second encounters with the same foe... unless of course he dies first! To him, anybody he encounters is either there as 1) an ally to fight alongside, 2) there to give him treasure and/or info, or 3) there to be slaughtered for XP...

The simple fact that killing is obviously his only way to solve problems hardly qualifies this character as 'good' in my eyes...

 

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Personaly I DM verry rarely,

Personaly I DM verry rarely, but that werry 1st level adventure from "Well of Worlds" that Sumpbeast mentioned was my first PS adventure that I DMd also.

Well in my case all the players aldough they all have played clueless they had some knowledge about planescape from before so things went rather smoothly (aldough they did try to harvest that obsidian summoning circle in Baator for money) ...

... but for players that have absolutly no knowledge about PS that adventure can be realy short and brutal nightmare (1lv in Baator anyone), but it's great way to introduce one or two planar PC (tifers) who could show them around.

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Re: Now I Know Why They Call Them Clueless

>>2) there to give him treasure and/or info, or 3) there to be slaughtered for XP...<<

That is when you throw them against a villain who absolutely *wants* the PCs to kill him as the culmination of his ultimate plan, but discovering this in advance the characters have to avoid killing him - or letting him die in any way - at all costs.

Perhaps he hopes to free up his meat suit for a nigh indestructible possessing force. Or his death is the gate key to a plane of ultimate horror and destruction; the final sacrifice to renew a dead god; the culmination of a bargain with a devil which will grant his every terrible desire; the only way to get out of paying his Asimon ex-wife her child support; whathaveyou. It would be terribly amusing to watch the party's walking weed wacker try to keep a villain alive until X occurred and his plot fell apart. (must die within a specified period of days, for example)

Or stop giving xp for killing monsters, which is what I've basically done in games, but hand it out entirely for overcoming story based obstacles and finishing the adventure. (not necessarily by *defeating* it, though ... it is my opinion that so long as the group provides entertainment and attempts to rp, success or failure should have no impact on their xp reward - otherwise you're telling them the rpg is a game that has to be won, like monopoly)

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Re: Now I Know Why They Call Them Clueless

Yeah, I'd suggest you quit giving him XP for weaker monsters. Going by the least level of realism, he wouldn't gain anything (experience-wise) by hacking away at every 1st-level lackey of the bad guy's.

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Re: Now I Know Why They Call Them Clueless

A way to establish reoccuring villains the PC can't kill right away is to drop hints that the foes they encounter are all working for the same shadowy employer - at first they might only recognize the same symbol on the corpses of their enemies, perhaps even tattoos or brandings. They might have to spare one or two opponents for questioning (and they're likely to refuse to talk even under torture if they learn their compatriots were killed even after divulging what they knew), and it should take some work to finally track their ultimate enemy down.

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