|
One of my last games of Dark Heresy, the group was just insanely genre savvy, refusing to take any chances or accept any potentially corrupting influence no matter how beneficial it would be. The second they even started to worry about sanity or anything, it never even took a question, the person in question would just blow their brains out and the person in question would roll up a new character. One character offed himself after he got a 'creepy feeling' after picking up a small statue, and the rest of the party had the building destroyed. It was just a creepy statue. They made it very hard to hit the themes of Dark Heresy when they were just like, the most toe-the-line group I ever met, all just hi-5s and happiness each time they headed some existential threat off at the pass. |
# ¿ Oct 14, 2015 04:08 |
|
|
# ¿ Apr 26, 2024 09:07 |
|
'Rogue: Alright, we climb down the hole, using the grappling hook and rope to slow our descent, using the ever bright rod for light.' 'DM: Alright. You proceed further into the dungeon. Roll a fortitude save.' *rolls* 'DM: Alright. Everyone passes out, and sixteen rounds later, is dead.' *confusion, complaints* 'Wizard: What the gently caress? Why?' 'DM: The dungeon foreman was performing a nitrogen flush of this area of the dungeon to prevent oxidization damage to chests etc. You guys entered a confined space without a permit or sufficient knowledge about the situation, and asphyxiated due to lack of oxygen. The ever bright rod doesn't require oxygen to burn, regular torches might have tipped you off. Inattention to detail can be deadly.' |
# ¿ Oct 14, 2015 21:09 |
|
*pan out* The CBC investigation found the dungeon hole was marked as a confined space, but the work order for the dungeon crawl did not include any warning about the nitrogen nor was the holding company hiring these contractors prepared for a site emergency. Further, |
# ¿ Oct 14, 2015 23:31 |