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Polymorph Requires Consent?

Started by RPGPundit, September 11, 2023, 12:46:32 PM

Previous topic - Next topic

VisionStorm

Quote from: blackstone on September 27, 2023, 01:33:48 PM
Quote from: VisionStorm on September 27, 2023, 10:39:59 AM
Quote from: Abraxus on September 27, 2023, 09:03:53 AM
@ Vidionstorm

Imo it's just pretending their online persona is their real life version and both tend to be separate.

Pretty much. Acting tough, like being a stupid hard ass in an elfgame makes them badass. And jumping the gun without knowing the full details of WTF they're arguing about.

Quote from: blackstone on September 27, 2023, 10:00:59 AMThe only way the DM is MAYBE abusive is if he does not let the players know at the beginning of play such things can occur.

Which is precisely how this particular module is designed, and as far as I could tell from the snippets that came up in the earlier thread before Pundit posted the video on this one, you don't even get a save. PCs are investigating some mystery in a town and it isn't till the end that they find out that there are mind flayers involved and that being turned into mind flayers if the cultists succeed is in the cards (and not just them, but EVERYONE in a miles wide region they'd have to port out of to avoid the morph). And the way that the module tries to get around the players walking into that potential trap scenario is...

*drumroll*

To use the Player Consent Disclaimer to let them know before hand.

So we're back to square one. You agree with the Player Consent Disclaimer you're claiming to be against.

Ok, I think we're in agreement here, but we're getting lost in the semantics.

When you say consent, I equate it with permission. I think mutual agreement might be more appropriate.

If I tell you before the campaign starts, "bad shit can happen to your PCs like death, polymorph, etc." A DM isn't asking for permission, he's making them aware of the situation.

A DM doesn't need to ask for permission. He presents the game world, acts as an interface with the game world, and most importantly is rules arbiter. The dice do everything else.

If that's is the adventure as written and the DM wants to run it as is, then yes, the characters if they fail will suffer the consequences. As long as the players are aware that "bad shit can happen", it's a moot point.

Also, a DM might want to introduce a saving throw. It's just a module. Tweak it to however you want.

On one thing I think we can agree on: the words "Player Consent" make me sick of my stomach. These people have completely wiped their asses with them and they comes off  conceited AF, and loaded with additional weight and meaning. Like you're about to rape your players if you don't ask first.

Quote from: jhkim on September 27, 2023, 02:43:52 PM
Quote from: VisionStorm on September 27, 2023, 10:39:59 AM
Quote from: blackstone on September 27, 2023, 10:00:59 AMThe only way the DM is MAYBE abusive is if he does not let the players know at the beginning of play such things can occur.

Which is precisely how this particular module is designed, and as far as I could tell from the snippets that came up in the earlier thread before Pundit posted the video on this one, you don't even get a save. PCs are investigating some mystery in a town and it isn't till the end that they find out that there are mind flayers involved and that being turned into mind flayers if the cultists succeed is in the cards (and not just them, but EVERYONE in a miles wide region they'd have to port out of to avoid the morph).

Just to comment -- I have no opinions on the module either way, since I haven't read it. As a rule, I don't make judgements about books without reading them. Snippets and second-hand chat about a module often fail to give an accurate assessment.

I get that to an extend. But this entire discussion is way pass that point anyways. And these are relevant details that aren't being accounted for.

DocJones

Quote from: Svenhelgrim on September 25, 2023, 06:07:11 PM
Any GM worth their salt would ask that.  The GM offers the player a chance to avoid an obvious tactical blunder. 
I ask the players that a lot. 
I fact it's on one of my GM shirts.
I especially like asking it when there's absolutely nothing to fear. 
It builds tension.
And when I over use it, and they get into a fix.,  it's like "Hey, I asked if you were sure?".