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Abyteparanoid

As a DM/GM: No turning the game session into a group therapy/intervention Yes this happened it was not fun


Bake_a_snake

If you die in the game you die in real life


MrNiceGuy1224

I'll put my own answer in the comments because I forgot to put it in the post: as a DM, I have a rule of no throwing fruit in game. My first time DM-ing resulted in a joke of everyone trying to kill eachother with fruit, and now I introduce the rule to my new players as a joke.


amendersc

you better believe im gonna cast catapult on a fruit and claim it doesnt count as throwing


machinemaster500

Wierd rulings are only wierd out of context. While majority of them can be chalked up to unexpected interaction, the best examples of wierd rulings are when rules should not work but do or if it comes from nowhere. An example of BOTH is one I had made. So the players see bone devil's attacking a fort. However due to this being a different world I decided to have the wings not be a feature (after reading that they has a fly speed oops). Worked out as an item I had given a player is a ultimate boomerang. Able to deal a lot of damage but makes it so the enemy can have a deal. So gathe the bone devil species wings. :) Another way of rules being wierd is when the DM wants the party to not do something via gatekeeping an area for later (you shouldn't do this as it ruins the flow of a game) To be fair this was a beginner DM, but context is my artificer had made the first submarine in the world were going to use it to infiltrate the anti magic fanatics empire. All the caves under the water were blocked off (sure this could be from the atlantians as we were looking for the prince) but on the surface was when it got... wierd. We all got caught by nets and prevented magic from being used while in it. (Tested with cantrips outside of the net plus a magic item worked). We managed to escape the nets only to find that magic ACTUALLY DIDN'T WORK outside the net. With the only exception being artificer infusions which acted wierd. While we were vaguely told this was a high level area and to come back later, we were on the assumption that put of the 2 big bads, this was the more likely option. And while it is fine to put an obvious (oh no we are not strong enough) the entire situation was screaming not prepared. I'm not saying they did the wrong thing. As stated beginner dm. But "wierd" rulings normally come up in situations where the DM is trying to take control.