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Joined 1 year ago
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Cake day: June 9th, 2023

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  • Turns out the charmless brute really likes killing people.

    How would you know in this situation that the big guy is a gentle giant and not a murderous giant? Not every big guy is automatically a nice guy.

    Charm is necessary when the threat that you are using to intimidate isn’t real or the victim doesn’t think you’d pull through.

    If you are tied to a wall and some uncharismatic weakling threatens you with a knife, the threat is very real after that guy starts punching holes in your arms.

    Tbh, if a big guy pins someone to a wall and chokes them, the situation is not anymore about how intimidating the big guy is, but about whether the victim is prepared to die for the cause.

    On the other hand, charisma-based intimidation makes a lot of sense in e.g. blackmail situations.

    So I’d say, strength-based intimidation doesn’t require a dice-roll since it only depends on the victim.

    And charisma-based intimidation only applies for situation, where the victim doesn’t know whether the threat is real.


  • You are confusing a few things.

    The “mods” you are taking about are actually the developers. They develop the software and run one instance, but they aren’t the ones running this instance and this community.

    This instance is ttrpg.network. It’s run by the admins of this instance, which are in no way affiliated with the developers.

    And this community (RPGmemes) is run by the mods of this community, who got chosen by being the first ones to open this community.

    The admins can remove moderators, but most of the time the moderators do their own thing unless they do something to damage the instance.

    The mods in many communites are new and/or not used to run a community with a lot of members, so rules and punishments aren’t always consistent. You are not on a commercial site with long-standing moderation.






  • I had a very similar situation once.

    The players where in a clockwork-themed dungeon and kept killing the clockwork golems there. Then they encountered the boss, the maker, who was a clockwork-enhanced human who built all these golems.

    The boss was wailing over his destroyed children and when the players entered the room, he was like “Was it you who killed my children?”.

    And instead of fighting, the players managed to convince the maker, that it wasn’t them, but instead the other group of players who where also playing in the same world.

    So the maker and his remaining clockwork golems move out to hunt down the other group, and the players just ransacked the dungeon.

    It was a quite funny opening scene for the next session of the other group, when they where just minding their business and the maker, whom the players have never heard of, and his remaining army of clockwork golems attacked the players, shouting that they will kill the players for killing his children.

    When the second group figured out what happened, they hired an assassin to take out the first group.

    Fun times :)


  • It depends a lot on the type of game that dude is running.

    It’s certainly not the type I’d be running, but I can see the appeal to some, to run a tough campaign with lots of dice and close calls/dead characters.

    But it really needs to be aligned that all people in the party like that.

    For example, I did run a few games of Dread, and it’s really fun precisely because the characters can die quite easily and in very dramatic ways.

    But of course, if you prefer to build and develop your characters over a long time, then this is not the style of game that fits you.

    (Though I’d really recommend giving Dread a try. It’s amazing for thrilling, immersive one-off sessions)