No RX Hydrochlorothiazide

December 5, 2011 3 Comments

What is it about D&D that turns ordinary people into the gaming equivalent of Insanity Wolf:

No RX Hydrochlorothiazide, One minute you'll be running a perfectly normal adventure, the next, the players will want to kill the princess they've been sent to rescue, "Just in case she has Stockholm Syndrome and hates us for rescuing her."

What.

Usually it's just one player, 40mg Hydrochlorothiazide, Hydrochlorothiazide japan, but what about when it's ALL OF THEM?.

Here's what I think is the problem: Too much choice, Hydrochlorothiazide canada. 150mg Hydrochlorothiazide, You usually see Insanity Wolf Player as a new player. I think when a new player is told "You can do anything you want, Hydrochlorothiazide australia, 10mg Hydrochlorothiazide, " they think "Anything?!" and want to test that theory. I can't say I blame them for that, No RX Hydrochlorothiazide. People are so used to playing a video game, 100mg Hydrochlorothiazide, 1000mg Hydrochlorothiazide, when given the chance to do anything their heart desires, they want to see how far that stretches, Hydrochlorothiazide uk. 250mg Hydrochlorothiazide, I think I've fixed it.

One of my players, 50mg Hydrochlorothiazide, Hydrochlorothiazide craiglist, Larry, was the epitome of the Insanity Wolf Player, Hydrochlorothiazide mexico. 750mg Hydrochlorothiazide, He stole horses, tried to kill villagers, 500mg Hydrochlorothiazide, 30mg Hydrochlorothiazide, and in a ballsy and unnecessary move, attempted to kill the elf warriors sent to spring the heroes from prison two sessions ago, Hydrochlorothiazide us. No RX Hydrochlorothiazide, One of the players stepped in, stopping him with an arrow. Hydrochlorothiazide coupon, When he and the other player who wanted to kill the elves woke up, they found themselves tied to a tree, 20mg Hydrochlorothiazide, Hydrochlorothiazide usa, the elves around them not happy with them. Begging, 200mg Hydrochlorothiazide, Hydrochlorothiazide ebay, pleading, they barely escaped with their lives, Hydrochlorothiazide overseas. Hydrochlorothiazide india, In friday's session, he was the most reserved I've seen him, Hydrochlorothiazide paypal. He was horrified when one of the other players attempted to attack a barracks on their own. Whaaa?, No RX Hydrochlorothiazide. The previous session, he would have joined in the fray. What happened.

He learned that actions have consequences.

This is something not enough DMs emphasize. No RX Hydrochlorothiazide, Yes, you can do whatever you want, but at the same time, everything you do has a consequence to it.

I've been trying to hammer this into my players (the new ones) since the beginning of the game. In session 3, when they stole some horses, the stablemaster came after them. When they picked a fight at a bar, the entire bar rose up to fight them. Finally, as I said above, when they tried to kill an elf, the other elves almost killed them.

That player, who wanted to kill everyone in the barracks. It was suggested that if he tried to do so, the bad guys might blame the villagers and make them pay for it, so he backed down.

Your players need to realize that everything they do ripples forward, just like in real life. If they begin to realize that, they'll be more likely to think twice about becoming Insanity Wolf.

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-Advice/Tools, 4e D&D, The Godfell Stone
3 Comments to “No RX Hydrochlorothiazide”
  1. Staples says:

    Yep! In my experience, that’s exactly the way to take care of the problem. My players were once shocked when their room got raided by the city guard after they’d attacked a mansion and killed a lot of guards. Since then, I think they’ve been thinking through the consequences of their actions a bit more too.

  2. burned says:

    Although it has been a year, I would still consider my players to be “new” and having consequences definitely has affected their choices. In the beginning it was learning simple things like setting up a watch or waking the party if there is an encounter after they start setting a watch and so on.

    Of course the more time invested in the game the more the choices the players make have a deeper meaning, although, oddly enough, the girls still are not that rash when we play one-shots.

    You mentioned stealing and murder as part of your example, but sometimes obscure choices can be interesting. A favorite is when they are fully aware that this choice will somehow change the game, but they won’t immediately know what the consequence will be. At least it’s interesting to me, since their table talk doesn’t just reveal what they think might happen, but at times they are inadvertently providing me with better ideas of what will happen.

  3. Jas says:

    Just be careful that you don’t go too far in this, the other direction. The reason they’re acting out is that they’re testing your boundaries. If I do this stupid thing, will it be enough for him to punish me? How about *this* stupid thing?

    So actions have consequences, and they learn the boundaries. But if every action that goes against what you had planned winds up getting them into trouble, then you’ve gone too far in the other direction, and they might as well be playing a railroady video game.

    So have legitimate consequences, but sometimes, let there be no immediate consequences. Let it fester for a while. And sometimes, accept that it’s not a bad choice, per se, just not one that you predicted, throw your notes in the bin, and wing it for a session or two.

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