46 points

Welcome to Bartovia. Our little burg on the edge of nowhere. It would be completely unknown but for one fact: Bartovia is home to the largest, unexplored ruin known to exist. Every year, dozens of would-be heroes try their luck and every year the lucky ones go home empty-handed, but a little wiser maybe.

Once a decade - or less - someone escapes with real treasure. A time-hopping artifact crafted by a half-mad wizard with an unspeakable name. A sword that speaks the date and hour of your death when drawn.

And that always starts another frenzy among the desperate, stupid, or both, who flock here to die in those cursed halls.

Of course, in their haze of greed and increasing desperation, more than one dumb bastard has tried their hand at robbing the inhabitants of our humble home. The young fools never stop to wonder - who would stay here? But for the ruins there’s no industry. Too cold to grow most crops; No precious ores to mine; Nowhere near any of the good trade routes.

They don’t realize - we are them. The same fools and try-hards of years past. We’re the ones who pushed too hard; exhausted our funds; got injured; or just never learned to let go. We couldn’t leave. But couldn’t go on, either. We sold what we could part with…and then the rest. We got jobs. Opened taverns, inns, and supply stores to fleece the next round of idiots. Nevertheless, we are an entire city - if a small one - of adventurers.

Certainly, some of us are a bit long in the tooth - but woe betide the next poor bastard who thinks to pick a pocket in Bartovia.

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20 points

This is both a fucking great idea to counter Murderhoboism, but it’s also hilarious and hot as hell. If I ever get a situation where this would fit, I shall do it.

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4 points

Made in Abyss vibes, 10/10. A great worldbuilding aesthetic of a city of would-be adventurers hanging on the edge of the ruins they want to but can’t explore.

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17 points

The tavern keeper has the Mounted Combatant feat, effectively giving his wife the benefits of Evasion.

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16 points

I’ve got an awesome ride

I’ve got an awesome hat

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15 points

Hot take : this idea isn’t a good choice.

And here is why. If you are using ingame tactics to discourage murderhoboing, then there is a chance to learn and not be a rotten core of a player. So, there is a chance to learn it ingame from it. Otherwise it’s a waste of time and you should ask them to join a table that they would fit if such exists.

Now, if you’re teaching something and use the good old dragon in human form once they start to push around, you better be doing it in a place that would fit before they even attempt it.

Because if you don’t, then you teach them that at any point, anywhere, there could be a dragon under disguise.

Hilarious as fuck for veteran players to play around with, as such ideas go. But teaching them this means that at any point there could be an overpowered, wise and objectively good morals anywhere.

Besides the huge problems this causes since it’s the guards-are-not-competent paradox of games but on steroids (if guards would be competent, then most adventures wouldn’t exist, especially at early levels), it also means that they are nothing and have no chance into moving the adventure one way or another. It would be like fighting a hurricane with a bug squasher.

Which is why, my personnal 2 cents is to have something that keeps your players in check but that could be part of the scenario. Kill an isolated merchand ? He has time to use Sending to a guard he knows well. Tries to be an ass to a waitress ? Get throwned out. Resists ? Local guard being called up.

If you make it realist and part of your world as it should be, you will then be teaching a solid lesson and keep your world coherent and consequence-FULL.

If you have read this until here, first thank you, and second I know this meme is mostly a running joke about improvised murderhobo-type players, but as someone that actually used it a few times you have to be careful when using disguised entities when doing it for reals. It’s the scenarist equivalent of juggling dynamite.

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10 points
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I really like your text but I just want to offer different view on the guards-are-not-competent paradox of games but on steroids.

Among the adventurers there is a sea of dead people trying to be something. But forgotten and killed by the most pathetic of monsters.

Why not take a cosy job guarding city just taking care of what really needs taken care of?

You have a job, home and you get live in end of the day.

Gigantic rats in basement of the local bar? Why risk your life when you can pay for some smucks to risk their life.

Their is underground cult? Tell the barman to pass around rumors and hope someone else wants investigate.

Instead stand around waving your fancy weapons and trinkets bought from nearby magic shop (probably just general store where heroes dumps their trash).

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2 points
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Well I mean then you are a corrupt guard, willing to send other do your job for a pay you yourself provide.

If its from the guards as a whole then they suck in general. Imagine a cop paying a young adult to deal with a rabbit dog. That doesnt make sense does it ? Or paying someone to go into a dark alleyway as there are rumors of people disappearing ?

The guards-are-incompetent is the nicest paradox name. It could also be named guards-are-lazy-cowards or also guards-are-corrupted but this then changes the context of the quests, no ? Which is why being incompetent remains the best worst kind of guards IMO.

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3 points
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I would not call it corrupt. I see it more as a guard job is to keep the common day peace.

But don’t cops lay off work to contractors? The average cop is not going to go down to deal with rabid wolf that terrorizes people. No they send animal control.

Or how in western movies how they put bounties on infamous gangs?

Or private detectives chasing down hard solved crimes.

Or private security firms?

Why would that be different to lay of work to a group that are more suited for that kinda work?

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14 points

This is why you don’t murderhobo. Not all of us are cowards :p

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