Ken Amanda is just so funny to watch in this. Only bit of this GMing I would do is the stealth roll - it's contested so they don't know how well the people watching for them rolled.
The return of the Misfit Amanderers, it's been a while. I'm impressed the Bard made the Stealth Popcorn Making roll, but I'm doubtful on the Cook's Utensil attempt after watching the whole video. And I'm DMing tonight so have a chance to go vague on the party 😁
One of my players said 'You got this' to the group, then went into the kitchen to make a pizza. Not a frozen pizza. He rolled out the dough, sliced the toppings, etc. He didn't even miss his turn. he kept coming back into the living room to cast buffing spells, healing, etc. When it was done he cut it up and we ate it while the PCs looted the bodies and discussed their next move.
THANK YOU!! This communication issue has been a pet peeve of mine for SO LONG! As a DM I know that there are things behind the scenes that our players don't know, either through not rolling well enough or it's impossible to know at that moment. And when that thing eventually happens, a DM doesn't want to make their players upset or angry by describing something to them one way earlier, but it's the exact opposite later. A good example, like you eloquently performed, is a player rolls a perception check or uses passive perception, but doesn't meet the DC to see an ambush. So the DM says one of the lines you expertly demonstrated such as "You believe the coast is clear" or "As far as you can tell there's no one else here". The DM says this for the purpose to foreshadow the possibility that they didn't meet the DC, but not confirming it in order to avoid metagaming and hurt feelings when the ambush does happen. But as a player, this unfortunately decreases my agency & immersion of the game. It decreases player agency because, again as you expertly demonstrated, this wording doesn't allow players to make clear decisions because the descriptions aren't clear either. This also decreases player immersion because when DM's describe new scenes with non-specific language, for example "like", "maybe" , or "kind of", it doesn't form a clear image in the player's mind, and therefore doesn't pull players into the theatre of the mind. To prevent this for your players, I suggest First, DM's use specific language, for example definite numbers, colors, sounds, smells, etc...when describing new scenes, in order to form a clear image in the player's mind, and therefore pull players into the theatre of the mind. And Second, that DM's acknowledge that although it may be jarring for a player to be told "The coast is clear" or "There's no one else here" when those aren't true, that that's not how our characters interact with the world. Sometimes, characters in game & players in real life, believe one thing when in actuality it's the opposite. And that's ok, because it prevents that lack of player agency, lack of player immersion, and most importantly, adds the spice of meaningful consequence to the game that your players can then overcome to be heroes!
Ok, I've been lurking around here for a few weeks now, but this skit finally convinced me to subscribe 😂 Also, I'm gonna start DMing a campaign soon, after maybe 8 years away from the hobby, so this was a great reminder of what NOT to do when describing things to my players.
The one time my party didn’t check for traps was the one time I planned for the chest to actually be trapped. They tried to pick it up and run. The sides of the chest were covered in Sovereign Glue. We all had a great laugh!
I feel so called out right now… Being vague and messing with my players is one of the biggest perks of being a DM. Next thing you know, you’re going to tell me it’s wrong to have them roll perception checks to detect threats that aren’t actually there.
It's possible that in some instance of the multiverse, this was a very entertaining skit. The bard preparing popcorn could have been the most amusing portion of the exercise. 😆
How to open a chest in D&D: 1) stab it with the longest weapon 2) tie a rope to it and drag it to the next room to expose pressure plates 3) listen carefully to it 4) turn it on it's side then back again 5) pick the lock 6) if possible remove the hinges 7) open it facing the wall or the character you like least DM: Make a Dex save
1. what is the link to that giant freaking DM Screen? 2. I watched this twice. The first time without looking (which was excellent audio) and the second with the joy of the Bard and the PopCorn.
This is why DMs need to be comfortable with lying to their players. Tell them what their characters percieve to be the truth, as if it is the truth. Otherwise you can wind up wasting so much time on needless uncertainty. It should not take this long to enter a house and open a chest.
"I guess I'd like to see if the door is locked?" What does that even mean? Are you turning the knob? Opening the door? The players are being vague, not the DM.
I'm 100% on the side of the DM here. "I'm asking you if the trap is disabled!" No, you're asking for godlike knowledge. You won't know if you successfully disabled the trap until you open it. The player is trying to make the DM responsible for what transpires here.
Ken Amanda is just so funny to watch in this.
Only bit of this GMing I would do is the stealth roll - it's contested so they don't know how well the people watching for them rolled.
I'm the same way. I always say "you think you're hidden" or "you believe you're hidden" but I don't tell them if they actually are
The return of the Misfit Amanderers, it's been a while.
I'm impressed the Bard made the Stealth Popcorn Making roll, but I'm doubtful on the Cook's Utensil attempt after watching the whole video.
And I'm DMing tonight so have a chance to go vague on the party 😁
It was a Mimic all along. :-)
One of my players said 'You got this' to the group, then went into the kitchen to make a pizza. Not a frozen pizza. He rolled out the dough, sliced the toppings, etc. He didn't even miss his turn. he kept coming back into the living room to cast buffing spells, healing, etc. When it was done he cut it up and we ate it while the PCs looted the bodies and discussed their next move.
Lmao
THANK YOU!! This communication issue has been a pet peeve of mine for SO LONG! As a DM I know that there are things behind the scenes that our players don't know, either through not rolling well enough or it's impossible to know at that moment. And when that thing eventually happens, a DM doesn't want to make their players upset or angry by describing something to them one way earlier, but it's the exact opposite later.
A good example, like you eloquently performed, is a player rolls a perception check or uses passive perception, but doesn't meet the DC to see an ambush. So the DM says one of the lines you expertly demonstrated such as "You believe the coast is clear" or "As far as you can tell there's no one else here". The DM says this for the purpose to foreshadow the possibility that they didn't meet the DC, but not confirming it in order to avoid metagaming and hurt feelings when the ambush does happen.
But as a player, this unfortunately decreases my agency & immersion of the game. It decreases player agency because, again as you expertly demonstrated, this wording doesn't allow players to make clear decisions because the descriptions aren't clear either. This also decreases player immersion because when DM's describe new scenes with non-specific language, for example "like", "maybe" , or "kind of", it doesn't form a clear image in the player's mind, and therefore doesn't pull players into the theatre of the mind.
To prevent this for your players, I suggest
First, DM's use specific language, for example definite numbers, colors, sounds, smells, etc...when describing new scenes, in order to form a clear image in the player's mind, and therefore pull players into the theatre of the mind.
And Second, that DM's acknowledge that although it may be jarring for a player to be told "The coast is clear" or "There's no one else here" when those aren't true, that that's not how our characters interact with the world. Sometimes, characters in game & players in real life, believe one thing when in actuality it's the opposite. And that's ok, because it prevents that lack of player agency, lack of player immersion, and most importantly, adds the spice of meaningful consequence to the game that your players can then overcome to be heroes!
Ok, I've been lurking around here for a few weeks now, but this skit finally convinced me to subscribe 😂
Also, I'm gonna start DMing a campaign soon, after maybe 8 years away from the hobby, so this was a great reminder of what NOT to do when describing things to my players.
Welcome! And best of luck with the new campaign!
Love that. I also love using mimics. A lot.
The one time my party didn’t check for traps was the one time I planned for the chest to actually be trapped. They tried to pick it up and run. The sides of the chest were covered in Sovereign Glue. We all had a great laugh!
I feel so called out right now… Being vague and messing with my players is one of the biggest perks of being a DM. Next thing you know, you’re going to tell me it’s wrong to have them roll perception checks to detect threats that aren’t actually there.
😂
It's possible that in some instance of the multiverse, this was a very entertaining skit. The bard preparing popcorn could have been the most amusing portion of the exercise. 😆
Good one!
Fortunately I reached a point in my RPG life where I know I can choose not to play with a GM like this. But the popcorn was great.
So funny! Great job
Thanks!
How to open a chest in D&D:
1) stab it with the longest weapon
2) tie a rope to it and drag it to the next room to expose pressure plates
3) listen carefully to it
4) turn it on it's side then back again
5) pick the lock
6) if possible remove the hinges
7) open it facing the wall or the character you like least
DM: Make a Dex save
alternatively:
1) Play a barbarian
1. what is the link to that giant freaking DM Screen?
2. I watched this twice. The first time without looking (which was excellent audio) and the second with the joy of the Bard and the PopCorn.
This is far too accurate for some gms
This is why DMs need to be comfortable with lying to their players. Tell them what their characters percieve to be the truth, as if it is the truth. Otherwise you can wind up wasting so much time on needless uncertainty. It should not take this long to enter a house and open a chest.
Rofl, wtf, i cannot breathe anymore
"I guess I'd like to see if the door is locked?"
What does that even mean? Are you turning the knob? Opening the door?
The players are being vague, not the DM.
I'm 100% on the side of the DM here. "I'm asking you if the trap is disabled!" No, you're asking for godlike knowledge. You won't know if you successfully disabled the trap until you open it. The player is trying to make the DM responsible for what transpires here.
Pretty funny!
Do I hear voices in the deep distance imploring me to wake up?
I totally never do this.
🤥
It’s possible I do this.
It’s possible that I do this running games
I'm definitely guilty of giving a lot of non-answers to my players