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#i'm against the death penalty. except for this episode
asterdeer · 9 months
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better ending for "bondage and beta male sexuality": right when britta is feeling down on herself for losing her friends and her activism in one night, abed texts her and tells her that hickey's unlawfully detained him with handcuffs and she brightens up and goes immediately to kill hickey with her bare hands while unwittingly doing a kickpuncher quote about justice or whatever
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thehubby · 3 years
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Mike I need help. Every single time my players hit town they shop. Even if we had just gotten a bunch of stuff in the last session, and they swore up and down they didn't need *anything else*, they still go immediately to shop for more things and I'm getting frustrated and bored. We just had four weeks worth of sessions like this and I'm at the end of my patience. I had to shut the session down tonight before we even started because I said "we did a lot of shopping yesterday, so why don't we speed that up and leave town since there's nothing else you need." They immediately vetoed the idea and said no, actually, there was stuff they wanted to shop for!! Even though we just spent SIX HOURS shopping and talking to npcs yesterday!! My brain hit a wall and I had to tell them "I'm done, I can't do this anymore."
Help me MikeyWan Kenobi. You're my only hope.
Long post ahead.
I am here for you, Anon. I feel your pain. Actually, that's unfair of me -- I understand your pain but have not experienced it myself because my table of players is very well balanced, and although one or two of them have an affinity for shopping, it's partly my fault for making so many homebrew items and letting them occasionally nab a few from shops. Still, the other players at the table keep them in line and keep the game moving reasonably. It sounds like your entire table (or at least the majority) is driving you crazy in this regard, which is a more difficult challenge.
Here are my suggestions. I can't guarantee that they will work against diehard shopaholics, but this general flow often works for obsessive player behavior in general (murder-hoboing, insistence on lots of combat, refusal to fight, power-playing, and so on). You may tackle any or all of these in whatever order you think will benefit your group. You know your players better than I.
Figure out and understand why your players are doing this. There could be lots of reasons. Some players, particularly long-time veterans (who were often brought up in "Monty Haul" adventures) or raised on modern MMOs and computer RPGs, become driven by the acquisition of items -- to them, if their character isn't adorned like a Christmas tree, they aren't a success. There are also players who have "big spender" syndrome, an actual behavioral condition that exhibits in tabletop and digital RPGS: the player believes that their rise to power and success as a character can only be evidenced when they demonstrate their wealth. Not to put on my Psych 101 hat, but this is sometimes a projection of the player's own worldviews and experiences with wealth (or lack thereof; after all, some people play games like this as an escape from the reality of their own hardships). In addition to staying at upscale inns (if they haven't acquired their own property) and eating fine foods (if they haven't sought out a private chef on retainer), their characters also interact with a lot of shopkeepers, who are generally pleased to see people laden with coin and interested in their wares. I mean, who doesn't like being able to throw around money for the latest glimmering bauble while the sales associate waits ever patiently? But for some, it goes much further, and can be every bit the same pleasure as getting the killing blow on that blue dragon. And finally, some players are really just there for the talking. That's their whole bag. They would be happy putting all their skill points into Diplomacy, Intimidate, Sense Motive and using every stat as a dump except Charisma. It's weird, given the combat-oriented nature of the game, but those people really do exist.
Understanding the motivation behind your player behaviors will give you the best chance of curtailing that behavior in a way that satisfies both you and them.
You said your players vetoed leaving town and immediately said that there were things they wanted to shop for. My question, were I in your shoes and with your level of frustration, would be to ask what such things were, and if the characters had a legitimate need for the items. If the characters know what they are looking for, you as GM can immediately determine if they're available in town, and if they're exotic, perhaps there might be some searching or wheeling and dealing to even find where they are sold. If the players are looking for typical fare like more healing potions or a replacement for those +1 arrows they used up, this is easily handled without a 20 minute chat-fest, especially if it's your third such today. If the players don't know what they want, and just want to see what's available, don't hesitate to ask them why they believe they are ill-equipped for their continuing adventures despite you or NPCs telling them as such.
Such behavior can also be forcibly slowed or even stopped through the world-controlling power you wield as the GM, although if not handled delicately, this can significantly raise tensions at the table. The PCs, having arrived in town after a week subduing trolls in the Sootblack Hills, find that the stores are all but empty of magic items. Even the most basic potions and scrolls are a crapshoot to find; they might scour the entire city in search of any place that even has a magic weapon available? Why? Plenty of reasons. War has broken out, and supplies for every city in a couple hundred miles have been bought up or seized by the warring factions. Perhaps the ruling monarch (or council or whatever) has decreed for unknown reasons that the manufacture and sale of magical items is forbidden, punishable by imprisonment. An ancient order may have been awoken and has begun the theft or destruction of arcane equipment -- except for their own, of course. These turns of events might cause the PCs' own equipment to become even more valuable (or a threat to their safety) -- but any newfound wealth will do them little good with nothing magical to buy. All of these and similar actions are only stop-gaps; eventually, the PCs would be expected to help resolve the war, overthrow the sovereign, defeat the ancient order, or whatever is in their way. And then you're back to where you are now.
Always keep in mind the Wealth By Level restrictions for characters. This represents how much wealth a character possesses at any one time for their level (some GMs take a more stringent view that it represents the total wealth a PC will have accrued by that point in their career, so if the players fritter it away on women and chimichangas, tough noogies.) Characters can only buy things if they have the wealth to do so. Selling items they don't want comes with a steep penalty. Even in great condition, shops rarely pay more than half price for an item due to taxes, restocking fees, how long it might take to sell, and so on. What this ultimately comes down to is that you control just how much these characters can buy and sell. They can only buy items if they have the coin, and they can only get the coin that you give them, or a lesser value for selling items they don't want. Become more stringent with money. At some point, the money runs out, and selling hard-earned loot for half its value stops being so fun. Do you really want to lose effectively 2,000 gold crowns for selling that +2 axe, or do you want to maybe put it to some use and come out more powerful than you would have buying some weaker item with the proceeds? If players decline to ever sell their equipment yet still expect to find new equipment, you can accommodate them by destroying their equipment. Enemies can sunder weapons and armor; a number of spells, magical effects or environmental hazards can deal damage to and potentially break anything exposed to them. This isn't being vengeful; it's being a good GM. [I remember watching Critical Role and over many episodes, perhaps the most traumatic and thrilling experience the players had (apart from character deaths) was when their beloved flying carpet was eaten by acid or lava or something. But it was a natural consequence of their actions, and they took it in stride, as they should.]
Finally, as with all things, you are the law. I always, always recommend talking with your players, either individually or as a table if needed, to tackle either your own frustrations or those of one or more players. But if push comes to shove, it's your game. You (presumably) respect the players by coming up with adventures, scenarios, NPCs, locations and all sorts of other stuff for them to tackle in a manner you expect to be fun. If they refuse to respect your preparation time and the time you spend at the table, by insisting to engage in continuous, pointless NPC discussions despite you expressing your dissatisfaction, then tell them you can't do it anymore. It isn't fun for you, and if the only way that they can have fun is in a way that is directly contradictory to you having fun, the game isn't going to work, period. If they sincerely change, fantastic; try to accommodate their need for shopping when you can and get on with the grand story at other times. If they refuse to change, leave them and get another table. That last part isn't always easy to do, and depending on your area, it might take a while to get another game going, but often a table where you're not having fun (and working hard to do it) is worse than no table at all. I wish you luck.
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