I particularly enjoy the Himedere approach, but only because it makes their victory at the end that much more satisfying if I do it right.

  • Susaga@sh.itjust.works
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    Don’t forget the Tease-dere! “Okay, so which of you touched the door handle again? …The door opens. No, there wasn’t a trap, I was just asking, haha.”

  • jjjalljs@ttrpg.network
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    I’m more of a Himedere, and it’s a lot of fun when the group is into it.

    I did a really good dungeon with a puzzle once. Part of how it worked resulted in players unexpectedly getting split up and not being able to find their way back, while also being at risk of freezing to death. One of the players was like “I’ve never been so stressed in my life”, but like in a good way, and I took that as the highest praise. I was so proud of them when they figured out the dungeon

    • tissek@ttrpg.network
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      Another Himedere checking in. I love setting up situations where the players and/or the characters squirm in anguish about what to do.

      My favorite so far was an estranged princess living as a man and hostel owner. He had turned his back on the throne and wanted little to do with it. As a bonus he was the only child of the king’s only remaining child. Fast forward a bit and he needed a (legal) favor from the king. Went to court and met with his grandfather. The king would do it, no strings attached if a) he returned to court and resumed his duties as prince and b) sired an heir.

      There were a good thirty minutes of the players anguishing if he should accept while going deep into character motivations and the setting. During that game I don’t think I did as much concrete worldbuildning as during those thirty minutes. I loved it, the players loved it. Great time.

      • CalamityEmu@ttrpg.network
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        Speaking as a player (most of the time) I love making things worse for my poor character. And I send my evilest ideas to my DM. Who then makes them heartachingly worse. It’s great.

        • jjjalljs@ttrpg.network
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          One of the things I really like about Fate as a rules system, is that is built in. Every character has a Trouble and other aspects. So if your trouble is like “Manners of a goat”, you can be like “Wouldn’t it be fun if I completely insulted the Baron at this dinner??” If everyone agrees, you get a fate point.

          The DM can also “compel” you on aspects in a similar way.

          One of my players has an outstanding bounty and there’s been a lot of “You know what this scene needs? Razor to show up.” compels.

  • Flushmaster@ttrpg.network
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    Yandere needs the clarification of burning your character sheet from the other game, then shackling you to the table for theirs.

    Also thugdere’s stance is grounds to have them committed to an asylum for the criminally insane for life. Or just euthanized as a ranid animal, depending on the jurisdiction.

  • Fonzie!@ttrpg.network
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    I started as deredere, don’t do that one. I’m kuudere, now. Including secretly caring deeply if they like it or not

  • Rose Thorne(She/Her)@lemm.ee
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    It depends. Are we going to work together to tell an interesting story? I will happily make all my players stupid dreams come true, but I’ll still let them get bitten for being lazy or dumb with it.

    Hell, I’m even down for some braindead fun, have an “off” game where we just let chaos reign with absolutely broken builds at every turn.

    But we wanna get unruly? Wanna challenge Gods where we shouldn’t? ToH will remind you of the pecking order.

  • iAvicenna@lemmy.world
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    where is the “I am a DM because I probably have ADHD and get easily bored playing a single character”