41

I am planning a set piece that involves some NPCs deceiving my players. The short version is that my players will meet some simple farmers trying to bring their crops to market, only to find that they're actually smugglers in a Hatfields and McCoy's type feud, which the party then gets messily swept up into. I generally don't trick my players; I don't think there's anything wrong with it but I imagine some tables would take to it more than others. Do you trick your players? Are there some tricks you find acceptable and others that are unacceptable? For me, I have no qualm getting my players swept up into the seedy underworld of drug or artifacts smuggling, but I don't think I would run a plotline on human trafficking. That I think would be difficult in an unpleasant way for everyone involved.

you are viewing a single comment's thread
view the rest of the comments
[-] chrash0@lemmy.world 18 points 4 months ago

it’s whatever they’re comfortable with. i think withholding information in some ways is key to being a DM. i love a good mystery, and the insight check exists to interact with that system.

i personally find it much more challenging when i’m trying to trick them and they hit me with a nat 20 insight.

[-] queerlilhayseed@piefed.blahaj.zone 3 points 4 months ago

Oh, the characters get duped constantly, 9 out of 10 thatch roof fires are the direct result of characters being thick, but if the character fails an INT roll the player is in on the joke. I mean like, getting the players themselves to fall for a gag.

[-] aramis87@fedia.io 3 points 4 months ago

Oh god ... Years and years ago, we played every weekend in college. We had this one DM who's campaign ran for ... I dunno, at least a couple years. Anyway, we found this wand, lightweight metal, red with white swirls on the side and some strange lettering. We used a spell to read the lettering, which said "Bottled at the Coca-Cola Company Bottling Plant, Philadelphia, PA". We had no idea what that meant, though.

None of the spells available at the time helped identifying what the wand did, so we went through our standard tests to figure out what it was. Nothing we tried worked. We were like, well, it doesn't weigh much and maybe it's important or we'll find out what it does later on.

So, we carry this damned rod around for a fucking year and a half. Every so often we remember it and try again, but the only information we ever get "Coca-cola Bottling Plant". The campaign finally ends (our DM was graduating) and we go over the campaign and one of the questions we ask is, wtf was that rod? And he says, "Oh, it was a rod of resurrection." And we're like, wtf? And he laughs and says, yeah, 'cause this.

Damn near lynched him.

this post was submitted on 01 Apr 2026
41 points (97.7% liked)

Dungeons and Dragons

13722 readers
2 users here now

A community for discussion of all things Dungeons and Dragons! This is the catch all community for anything relating to Dungeons and Dragons, though we encourage you to see out our Networked Communities listed below!

/c/DnD Network Communities

Other DnD and related Communities to follow*

DnD/RPG Podcasts

*Please Follow the rules of these individual communities, not all of them are strictly DnD related, but may be of interest to DnD Fans

Rules (Subject to Change)

Format: [Source Name] Article Title

founded 3 years ago
MODERATORS