History BatmanGambit / TabletopGames

11th May '15 12:10:04 PM MechWarrior
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* The "Social Combat" rules in the TabletopGame/NewWorldOfDarkness allow someone to do this. Between Sway (persuading or manipulating others), Anticipation (predicting people or events) and Setup (organising people in order to set events in motion), it is possible to make such plans (or [[RetCon retroactively work them in after the fact]]).

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* The "Social Combat" rules in the TabletopGame/NewWorldOfDarkness allow someone to do this. Between Sway (persuading or manipulating others), Anticipation (predicting people or events) and Setup (organising people in order to set events in motion), it is possible to make such plans (or [[RetCon [[{{Retcon}} retroactively work them in after the fact]]).
8th Apr '15 7:24:36 AM TheNerfGuy
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* A good TabletopRPG GameMaster will do this to some extent to prevent things from going OffTheRails without the players feeling RailRoaded. Have the players decided to take the left hand path or a right hand path? Doesn't matter. [[SchrodingersGun The Bandits just happened to set up the ambush on whichever route the players choose.]]

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* A good TabletopRPG GameMaster will do this to some extent to prevent things from going OffTheRails without the players feeling RailRoaded.[[{{Railroading}} Railroaded]]. Have the players decided to take the left hand path or a right hand path? Doesn't matter. [[SchrodingersGun The Bandits just happened to set up the ambush on whichever route the players choose.]]
25th Mar '15 7:34:47 AM HammerOfJustice
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* In the card game Werewolf, Mafia, Doppelganger, or whatever you want to call it (pretty much all the same), there is one option that can put all of the suspicion off of an attacking player - choosing to attack themselves. If this player can manipulate the nurse/haywitch/whatever to protect them for that round, then they'll be safe, and probably in a good position to win. However, this is very risky, and if it doesn't succeed, then they immediately lose.

to:

* In the card game Werewolf, Mafia, Doppelganger, or whatever you want to call it (pretty much all the same), there is one option that can put all of the suspicion off of an attacking player - choosing to attack themselves. If this player can manipulate the nurse/haywitch/whatever to protect them for that round, then they'll be safe, and probably in a good position to win. However, this is very risky, and if it doesn't succeed, then they immediately lose.lose.
*In basically any strategy game reliant on trading and resource management, such as ''TabletopGame/{{Settlers Of Catan}}'', players who know each other well depend on these. Players [[IKnowYouKnowIKnow depend]] on their friends acting in the way they usually do, and so offer trades in such a way that it seems nearly pointless, but in fact is a necessary step toward victory.
4th Jan '15 3:55:43 AM GMon
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* A good TabletopRPG GameMaster will do this to some extent to prevent things from going OffTheRails without the players feeling RailRoaded. Have the players decided to take the left hand path or a right hand path? Doesn't matter. The Bandits just happened to set up the ambush on whichever route the players choose.

to:

* A good TabletopRPG GameMaster will do this to some extent to prevent things from going OffTheRails without the players feeling RailRoaded. Have the players decided to take the left hand path or a right hand path? Doesn't matter. [[SchrodingersGun The Bandits just happened to set up the ambush on whichever route the players choose.]]
15th Nov '13 5:11:17 PM TheRedHavoc
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* In ''TabletopGame/{{Warhammer 40000}}'': The Eldar, all the time. Because they specialise in reading the various futures that arise from each course of action, they know exactly how to manouevre their enemies into doing what they want. The Eldar call this [[CombatPragmatist pragmatism]]; everyone else calls them a bunch of [[TheChessmaster underhanded bastards]].

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* In ''TabletopGame/{{Warhammer 40000}}'': The Eldar, all the time. Because they specialise Eldar specialize in reading the various futures that arise from each course of action, they know exactly how to manouevre maneuver their enemies into doing what they want. The Eldar call this [[CombatPragmatist pragmatism]]; everyone else calls them a bunch of [[TheChessmaster underhanded bastards]].want.
12th Dec '12 10:16:08 PM IsaacG
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** Sometimes, this is referred to as the "Schrodinger's Character" tactic when applied to characters (playing at the idea that the players don't know till they check the proverbial box). The GM sets up a group of potential targets (such as who among a group of NPCs committed a murder) but whichever one the characters choose ends up being the guilty party.

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** Sometimes, this is referred to as the "Schrodinger's Character" tactic when applied to characters (playing at the idea that the players don't know till they check the proverbial box). The GM sets up a group of potential targets (such as who among a group of NPCs [=NPCs=] committed a murder) but whichever one the characters choose ends up being the guilty party.
29th Sep '12 6:11:31 AM Otterboy
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Added DiffLines:

** Sometimes, this is referred to as the "Schrodinger's Character" tactic when applied to characters (playing at the idea that the players don't know till they check the proverbial box). The GM sets up a group of potential targets (such as who among a group of NPCs committed a murder) but whichever one the characters choose ends up being the guilty party.
** The tactic is also handy for situations where the characters have done something to critically undermine the plot (murdered a critical NPC, misinterpreted the villain and sided with him, etc). The GM goes along and keeps working on the fly to make their accidents seem like the plan all along.
25th May '12 1:18:48 PM HariKyuubi
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* A good TabletopRPG GameMaster will do this to some extent to prevent things from going OffTheRails without the players feeling RailRoaded. Have the players decided to take the left hand path or a right hand path? Doesn't matter. The Bandits just happened to set up the ambush on whichever route the players choose.

to:

* A good TabletopRPG GameMaster will do this to some extent to prevent things from going OffTheRails without the players feeling RailRoaded. Have the players decided to take the left hand path or a right hand path? Doesn't matter. The Bandits just happened to set up the ambush on whichever route the players choose.choose.
* In the card game Werewolf, Mafia, Doppelganger, or whatever you want to call it (pretty much all the same), there is one option that can put all of the suspicion off of an attacking player - choosing to attack themselves. If this player can manipulate the nurse/haywitch/whatever to protect them for that round, then they'll be safe, and probably in a good position to win. However, this is very risky, and if it doesn't succeed, then they immediately lose.
6th Apr '12 6:56:26 PM Feinoha
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Added DiffLines:

* In ''TabletopGame/{{Warhammer 40000}}'': The Eldar, all the time. Because they specialise in reading the various futures that arise from each course of action, they know exactly how to manouevre their enemies into doing what they want. The Eldar call this [[CombatPragmatist pragmatism]]; everyone else calls them a bunch of [[TheChessmaster underhanded bastards]].
* The "Social Combat" rules in the TabletopGame/NewWorldOfDarkness allow someone to do this. Between Sway (persuading or manipulating others), Anticipation (predicting people or events) and Setup (organising people in order to set events in motion), it is possible to make such plans (or [[RetCon retroactively work them in after the fact]]).
* A good TabletopRPG GameMaster will do this to some extent to prevent things from going OffTheRails without the players feeling RailRoaded. Have the players decided to take the left hand path or a right hand path? Doesn't matter. The Bandits just happened to set up the ambush on whichever route the players choose.
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