Admittedly, he could’ve phrased it better for roleplaying purposes, but there’s nothing wrong with having an experienced dungeon crawler have a sense for when something is a trap.
Ehh, but savvy explorers might still be able to recognize a situation that “looks too good to be true.”
It’s a little weird that he’s using an OOC speech style while in character, but there’s nothing here that shows that he is purposefully using OOC knowledge at the table.
While I do agree with you that an in-character assessment that they need to be careful is reasonable, meta-gaming is also very much in-character for Brett.
In some cases, I’d be willing to agree with you. But why would there be a trap? Far as we and the party knows, they’re still in the clear. The only beings who know they’re here are locked in the sewer or unconscious thanks to Trevor.
True, they should be prepared for discovery at any point, but personally I wouldn’t expect a trap to be waiting at any point in this adventure.
And if I were the GM, there wouldn’t be a trap unless I were planning to reveal the heist had been a set-up.
But that’s just me. Story is king. Well, players are king, but story is certainly the grand vizier.
Rules and gameplay are the court jester: entertaining for a time, but easily dismissed if need be.
I am of the opinion that anybody should be able to smell them coming after a romp through the sewers, but I know a lot of DMs don’t roll that way. My players had to learn that about me the hard way. When you hear the NPC complaining, “What is that SMELL?!” after a swim through the sewers, you should know your goose is cooked.
It’s a personal thing but I don’t mind OOC talk like this at the table. Half of the time my players write the adventure themselves with their paranoid speculation. If I have a trap planned and they expect one I can pull it out if I need to or I can throw one in if there wasn’t one planned. Letting the players write their own fate is one of the most efficient ways to DM I have ever found
Brett… maybe it’s just a pretty statue? Maybe they finished Mass two hours ago? Maybe they’re fumigating the ritual chamber and the guards were there to keep you out for your safety?
I’m guessing you probably meant to say vicious and something got in the way. I am, however, going to pretend you didn’t if that’s okay. Because a “viscous cycle of…etc” sounds almost like it would be worse.
“Break everything here. Just in case it turns out to be a trap.” –Famous last words of Brothar the barbarian, walking into McClintock’s Fine Wares and Ammunition.”
HOVER-TEXT: HARDLY ROAMIN’
Player knowledge, Brett. Player knowledge.
Admittedly, he could’ve phrased it better for roleplaying purposes, but there’s nothing wrong with having an experienced dungeon crawler have a sense for when something is a trap.
Ehh, but savvy explorers might still be able to recognize a situation that “looks too good to be true.”
It’s a little weird that he’s using an OOC speech style while in character, but there’s nothing here that shows that he is purposefully using OOC knowledge at the table.
While I do agree with you that an in-character assessment that they need to be careful is reasonable, meta-gaming is also very much in-character for Brett.
In some cases, I’d be willing to agree with you. But why would there be a trap? Far as we and the party knows, they’re still in the clear. The only beings who know they’re here are locked in the sewer or unconscious thanks to Trevor.
True, they should be prepared for discovery at any point, but personally I wouldn’t expect a trap to be waiting at any point in this adventure.
And if I were the GM, there wouldn’t be a trap unless I were planning to reveal the heist had been a set-up.
But that’s just me. Story is king. Well, players are king, but story is certainly the grand vizier.
Rules and gameplay are the court jester: entertaining for a time, but easily dismissed if need be.
yea i’m with Nick these are characters that have been round the block they could taste a trap
I am of the opinion that anybody should be able to smell them coming after a romp through the sewers, but I know a lot of DMs don’t roll that way. My players had to learn that about me the hard way. When you hear the NPC complaining, “What is that SMELL?!” after a swim through the sewers, you should know your goose is cooked.
It’s a personal thing but I don’t mind OOC talk like this at the table. Half of the time my players write the adventure themselves with their paranoid speculation. If I have a trap planned and they expect one I can pull it out if I need to or I can throw one in if there wasn’t one planned. Letting the players write their own fate is one of the most efficient ways to DM I have ever found
This site is like a clarososm, except I don’t hate it. lol
Brett… maybe it’s just a pretty statue? Maybe they finished Mass two hours ago? Maybe they’re fumigating the ritual chamber and the guards were there to keep you out for your safety?
Oh! I know! They just waxed the floor!
… yup, gonna steal that.
“You notice that you are leaving boot prints on the incredibly shiny floor…”
heh, love Brett, he can play a jaded character any time.
RUFUS THE JADED GOBLIN WILL BE LENNY’S LONG LOST COUSIN – THIS IS MOTHEREFFIN’ CANON.
Remind me where Lenny’s from?
The D&D cartoon series, as far as we know.
SETTING BACKDROP TOO PRETTY. ABORT! ABORT!
OR maybe they just want you to think it’s a trap, then the non trap becomes a real trap, trapping you in a viscous cycle of safety and paranoia!
eat a cookie…
*Adds this idea to backlog of things to do when I go back to DM’ing*
I’m guessing you probably meant to say vicious and something got in the way. I am, however, going to pretend you didn’t if that’s okay. Because a “viscous cycle of…etc” sounds almost like it would be worse.
Damn autocorrect has foiled me again! >twirls mustache<
“Break everything here. Just in case it turns out to be a trap.” –Famous last words of Brothar the barbarian, walking into McClintock’s Fine Wares and Ammunition.”
I don’t know why, but I feel we’ve seen Rufus somewhere before…but where?