How would you as a GM make a game as horrible as possible without causing your players to leave? lets see what hellish games we can come up with
Hold them hostage at gunpoint.
https://app.roll20.net/lfg/listing/70946/corruption-of-furry-champions
Basically this
>>54806069
I guess they can not leave if they never join
Try to convince them to try to run a full FATAL campaign as a "challenge."
>>54806065
Better yet - rent a cottage at some remote destination outside of tourist season. Gotta be reasonably cheap. Tell the player you'll be playing "at your place" and that it's a little off hand but you will provide transportation. Get spacious car, drive players there. Don't prevent them from leaving, but make sure they realize they are in for a long walk if they want to get out before you're going back by the car.
Bonus points if you can plan for a bad weather.
>>54806049
>This game is going to be gritty, lethal, and heavily based on an an internal game world logic. Your characters can become important, but they are not by themselves important. If you want to be famous and powerful, you need to seize it with both hands.
>Campaign will start with them being encouraged to sign up on an expedition to colonize/conquer an island off to the south. It'll be easy, looting, adventure, whatever you think will draw them in.
>Island is filled with Giants who are way too powerful for the party to do anything against, and won't negotiate with them in the slightest.
>Watch TPK after TPK after TPK.
You have to do a series of little things, things targeting individual players, but things that they KNOW would be judged to leave a game over.
Player hates feet? Wear sandles. Player is a vegan? Eat a burger at the table. Neat freak? Leave the dice in a disorganized mess in the center.
Now that you have every player perpetually annoyed, you can start in game. Be a blithingly boring GM, but slowly get more exciting over time. This will let you pull off more annoyances on individual levels, since theyll become more invested, but still not be a game that is up to par.
The piece of resistance is the finale session. Theyve just killed the generic bad guy, they feel like heros, your shoes are kicked off, sheets are tossed aside haphazardly, the snacks are all meat based
As it ends you utter the five words that destroy any story, unweave any tale...It was all a dream.
>>54806288>it was all a dream
I wonder if it's possible to make a Groundhog Day/Majora's Mask scenario work in tabletop, or if the medium just isn't conducive to it.
>>54806386
Im sure you can, but youd have to make it clear that the story isnt about your actions mattering, but rather how they arent, and have players that arent loot focused murderhobosIt was all a dreamdoesnt even give that, it just says "Yeah fuck you the story isnt even a story nothing matters your characters didnt just not kill the uberlich, they didnt exist."
We play Pathfinder
>>54806491
>We playPonyfinder
are you even trying?
>>54806049
invite hardcore players who wouldn't quit just so they can prove how badass they are. I mean autistic ones.
Then invite a few random fake nerd girls too.
The rest is improvisation, but it helps if you really know your players
>>54806288
Underrated
>>54806467
>"Yeah fuck you the story isnt even a story nothing matters your characters didnt just not kill the uberlich, they didnt exist."
Like every other game?
>>54806771
Yeah but its saying this IN STORY
It ruins the context and changes it from some grand tale to a childs imagination pp
>>54806049
>How would you as a GM make a game as horrible as possible without causing your players to leave?
Have the entire story scripted out in fine detail before the players even roll their character.