this post was submitted on 27 May 2025
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[–] [email protected] 61 points 4 days ago* (last edited 4 days ago) (1 children)

I'm sure you don't need to be told, but for those who are reading and need to hear it: the most powerful and healthy thing a GM can do is say no. The GM gets to arbitrate the tone of the game and setting, and healthy boundaries are conducive to both fun and creativity.

[–] [email protected] 54 points 4 days ago (1 children)

Actually OP handled it pretty well, at least in the end . PC face consequences for their actions (a trial with the risk of being hung) and end up having to act to solve the problem. It's somehow created more game opportunities.

[–] [email protected] 21 points 4 days ago* (last edited 3 days ago) (1 children)

It's a world of gods that intervene with mortals, so a GM is perfectly justified in-universe in smiting any players who get out of hand.

[–] [email protected] 24 points 3 days ago

But, sometimes it's more fun to let the players go. Especially if they keep the game and the table separated.

Cross lines in game, but keep the table clean? Then keep going.

Cross lines at the table, and the game ends until everyone has talked it through. And sometimes the game is just over.

This story sounds like it stayed in game enough, but may have been scratching at the table. Enough to pull back and talk for a moment, but not enough to kill the game.