We go on for about 30 minutes, the PC's meet each other and the host of the ball invites us to his private study to talk, and then things start to get weird. I rolled up with a Egyptian antiquities dealer (actually a graverobber/smuggler) who was hobnobbign with some of the people because he was interested in making a sale to previous customers. My goup was lacking two members one week, who sent their absentee notice in at the 11th hour and we couldn't reschedule so one of the players had us role up stats, pick certain relevent skills, and put down a quick character concept for members of a victorian masquerade ball. If you're going to run a horror campaign, make sure your players are invested in solving it. I return, and while my story doesn't have a spiteful DM, or a player screwing the system to put said spiteful DM into thumbsrews, it does feature one thing. ![]() Henderson Never Should Have Passed Muster And that, if you want to retain control of your game, you need to learn when you say yes, and when to say no, not today. It's a story about how bad DMs will allow players to ride roughshod over them, and create an avalanche of ridiculousness that completely derails anything you were actually trying to do. It's not a tale about how a player stuck it to a bad DM. playing the game, I guess? And there is something satisfying about hearing how one of these people, who made game a slog for his players, got his comeuppance from a character he allowed into the game in the first place.īut a lot of folks miss the point of this story. We've all had those DMs who were adversarial (or downright petty), and who used their position as the head storyteller to punish players for. ![]() There is something compelling about this story. No save, no story, no explanation, not part of the ongoing story, just screw you, that's why.Īnd unto this fuckery came a crazy old man, with a gleam in his eye, and a blunt in his hand. The sort of guy who would purposefully make a game strewn with things like a six-sided die that only had 5 sides, dealing 10 sanity damage to anyone who saw it. This DM was, by all accounts, a major tool. Put another way, the player built a character who was meant to manipulate the setting, and who took actions that had internal logic, but which were specifically meant to screw with the DM and derail the game. If you want the too long, didn't read version, it's a story about a player in a Call of Cthulhu game who jumped the shark, while skiing on two sharks, and being pulled by a motorboat in the shape of a shark. ![]() Or, if you'd rather, you could listen to Stephanos Rex read it for you. If you've never read The Tale of Old Man Henderson, you should take a moment to peruse it.
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