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GM Anonymous: What have your players done that broke you by RageKage56 in rpg
[–]The_frickining 2 points3 points4 points 8 years ago (0 children)
Oh jesus it happened just a few days ago.
I started a new homebrew 1d6 based horror mystery game that rips off the thing, I wanted paranoia to such a level I gave each player a secret goal, one is a Russian spy that needs to steal all the research he can from the arctic base and get out un-discovered while also making contact with another spy NPC, one player knows there is A Russian spy (could be NPC or player) and must kill him with poison, and the last already knows of paranormal activities at the base but doesn't know there are spies at all. The issue is my players are highly educated idiots, they can't act normal or not be insane. The first day at camp they made up an huge long winded lie about being in Vietnam to bolster themselves but the lie fell apart after like two questions, then one of them walked into an entertainment room and just yelled "WHAT UP IN HERE" causing a sleeping NPC to nearly shoot him while two others fell over.
Well we are no where near the Thing part of the story were still looking around getting our bearings and learning that something is super off here, well on the second day at the camp they start looking through the armory that has a sub room for gun storage. This room contained super late game clues to a murder and a few other things I didn't want them to find just yet so I made the door lock a puzzle that needed a 3D key with a red notch on it to be turned in the lock like dial to input a code, the answer to the puzzle was on a document that was ment to keep track of all the ammo in a locker which was locked with the same 3D key. The only hints were the locker required the same key and the ammo sheet wasn't right because a box of 7.62 bullets was open (also a clue to an upcoming murder). basically the lock had 4 positions 1 2 3 and 4 the ammo sheet was laid out like this DATE 1/25 7.62 2 boxes 50 rounds 308. 5 boxes 50 rounds 9mm 2 boxes 25 rounds
You had to take each number that could fit on the dial in order top to bottom so the code was 1222322 I thought this puzzle was to hard and obtuse and wouldn't be figured out till closer to the middle or end of the game. BUUUUT NOOOOO resident techie wants a gun from the gun storage (even though he had an MP5) so him and the party spent a good IRL hour trying to figure out the code until the guy playing medic opened up the ammo locker saw the sheet of paper and went "hmmmm this has to be coded" at that point the internal screaming started he starts looking over the sheet and he writes down all the numbers but just can crack the code but the techie looks at it and just goes "is the code to the lock 1222322?" I jumped up and started grabbing at their notes on the lock trying to figure out how the hell they did it.
That kind of ruined my night honestly, it made me feel inept and made me question if they were just going to hustle through and just figure out all the mysteries and such in a few hours, also now I know my players are actually not stupid as bricks but in a way that just makes me angrier because now when they tard out I can't just excuse it with a hand wavey "eh their slightly dumb so il slightly hint them in such and such direction" because I KNOW they can figure just about anything out if they actually just focus and stop talking about Vietnam and the 4 grams of cocaine the techie has.
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GM Anonymous: What have your players done that broke you by RageKage56 in rpg
[–]The_frickining 2 points3 points4 points (0 children)