this post was submitted on 15 Dec 2023
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[–] Potatos_are_not_friends@lemmy.world 15 points 2 years ago (20 children)

How does a DM deal with players who look for these wild ideas?

I think it's fine to think outside of the box and metagame. But does it end up in a slippery slope where it feels like the players just want to outthink every encounter where it's just a rube Goldberg set of plays?

[–] Sotuanduso@lemm.ee 18 points 2 years ago* (last edited 2 years ago) (6 children)

If you've got the right DM for it, they lean into it, because everyone's having fun.

[–] Potatos_are_not_friends@lemmy.world 5 points 2 years ago (5 children)

But say by adventure 10, they're still trying to beat the system. It feels exhausting trying to create a story like "A vampire council, but they have anti-magic doors so you can't disguise yourself. And also no rats. And you can't teleport in there. And summoning a devil or warping the castle is forbidden. And..."

[–] DroneRights@lemm.ee 3 points 2 years ago

Maybe you could try letting the heroes use their cool abilities designed specifically for these situations

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