How do I kill my players?In game, of course
>>46843346
Rocks fall everyone dies.
>>46843346
rocks fall, everyone dies
>>46843346
With greed.
>>46843346
That shouldn't be something you want to do. If it happens organically in the game, then whatever, but it should never be your goal.
>>46843346
You wait until game time rolls around, then you just shoot them.
I don't see why you need to murder them in game time, but whatever floats your boat, I guess.
>>46843346
If you have to ask, then you aren't good enough to be running games alltogether.
>>46843346
Rocks fall, everyone dies
>>46843346
Give them exactly what they want.
Nothing kills players better than players.
>>46843346
brownie shakes
>>46843346
add shapeshifting infiltrators with faked memories to the setting. Demonic sleeper agents.
make players paranoid at each other. give everyone vague hints that the other player might be a changeling.
Grues fall, everybody gets eaten
give your greediest player a Behelit
>>46843386
Don't be a faggot, anon-kun.
>>46843346
Deck of Many Things. Works every time.
>>46843820
anyone who draws less than 5 cards from the deck is a huge pussy
>>46843820
>>46843845
If you ever need to know how much your players care about their characters you could always find out using that fucking thing
>>46843658
He said kill, not traumatize and possibly make the survivors but shells of their former selves.
>>46843658
I really want to do this one of these days.
>>46843346
Put them in a cave, filled with yellow rocks that crumble in the hand and are slightly warm to the touch. Let them try to figure out what it is, 30 minutes of in game time later everyone does from radiation poisoning from being near uranium
>>46843346
Just say "Your heart stops and you die."
Killing your players is easy as a GM.
>le edgy, passive aggressive gm
Is there any way to have your plays indiscriminately die together without them being able to do anything about it and not have them throw a temper tantrum?
>>46843346
Poison the snacks.
>>46843346
You never call them to play again, and their characters get frozen in time forever. A fate worst than death.
Put them against a blatantly unfair CR +15 encounter in a featureless adamantium box.
>>46843346
So you don't want to kill the players, you want to kill their characters.
>>46844304
I read that as the CR15 creature was inside the adamantine box and thought of an adamantine mimic.
>>46844322
>>46844385
This is terrifying on so many levels
>>46844253
If shit happens organically and you as a gm go "well fuck what the fuck happened here" your players might be cool with it.
Generally chars dying is only fun when it's the first few sessions and no one gives a fuck or if it's the 37th session and you were already talking about a new game.
>>46845255
>Implying you don't want to make one now
>Implying the party doesn't want to know what's in the box
>>46843346
My players all killed each other two weeks ago.
>>46846631
Storytime?
>>46843999
You say that as if that is a bad thing to do to the PC's
Sphere of Annihilation.
>>46843346
You should already know how to do this when you got your gm license.
Play all NPCs and monsters as if they were actually real people who behave logically.
>>46846647
[part 1]
I had a fairly long running campaign, but two players had to leave a couple months ago, and a couple others are moving so they couldn't make about 3 sessions (1 per week) in a row. So, I thought that I would get 3 new players to fill in.
It was 3 new players with the one player who was in the campaign from the beginning. In retrospect, I should have made them just have a few light hearted sessions for them to get to know each other. Instead I just pushed them along the main plotline and the three new players didn't have a great idea about the world and their factions.
Probably my biggest fuck-up was the map they were on. I really hated one of the characters that one of the players made, a succubus, played by That Guy, ruined the second half of every session for months. So I made this huge dungeon crawl specifically to kill this character. Well that player left, but that map was still relevant to the main plot so I kept it, and the batch of new+old players delved into it.
They spent 3 sessions going in circles around the forest and entrance section to the dungeon before the fatal final encounter; they didn't get to know each other very well since it was constant action or stealth.
Also, I let everyone have a chaotic or neutral alignment.
>>46847131
[part 2]
The elf Fighter was stealthing when the human warlock cast Light on HIM, this alerted his position to the dire bears. The fighter was actually holding his own for a while, the ranger was being useless, the cleric was literally playing dead, when it happened. The warlock cast firebolt on a bear that was next to the fighter. His idea was that the fighter would dodge and all the bears would die in the explosion.
"You can dodge it"
He did not. And the Warlock got a crit for max damage, and the bears all managed to dodge. Once the fighter who was keeping the bears at bay was down, they tore through the rest of the party. Miraculously they managed to get back up and escape the cave, running off into the woods. They began making their way back to their ship which was run aground. I gave them the option to stealth, but the useless ranger said he specifically was not trying to be stealthy. That's when the wolves came.
The wolves killed the ranger, but the rest of the party drove them off. Then the fucking cleric turned the ranger into a zombie so he would count as undead and couldn't be resurrected.
Then the Fighter demanded that the Warlock apologize for almost killing him, and the Warlock told him "you should be thanking me for saving your life" so then they started fighting, the warlock killed the fighter, the Cleric tried killing the Warlock, but he had wild magic which caused a firebolt to cast at his feet, killing them both and blowing up the ship.
>>46843820
I have specifically banned this from my games.
>>46843658
I've been in that campaign. It didn't end well.
>>46847264
You can't just say that and not tell us what happened.
>>46847367
It's because it's fake and i've not been in it, i'm just looking for intention in my poor life.
>>46843346
Put them on Mr. Bones' Wild Ride
>>46847367
Long story short? GM had just watched the series for the first time and thought the idea was rad as hell. He gave our bard one, after a conversation the rest of us didn't know about.
We rallied around our de facto leader because he was the face and good with strategy and taking the lead. We went on adventures, he got powerful, and in a fight where he was mechanically dropped to negs THE ECLIPSE happened.
It was really unoriginal and lame from my perspective, but the other players hadn't been exposed to Berserk so they lost their shit.
>>46844035
Unrefined uranium won't kill you that fast. It's only when it becomes concentrated enough through processing or dispersed evenly enough through airborne dust resulting from extensive mining that it starts to become really dangerous. You get more radiation exposure from cosmic rays on a long plane flight than you would from 30 minutes in that cave.
>>46843346
Massive stones descend, everyone expires
>>46847509
Anon, he wants to KILL them, not make them wish they were dead. Besides, you and I both know that Mr.Bones isn't going to let anyone die on his ride. Death would imply that there was a means of escape, and NO ONE escapes Mr.Bones' Wild Ride.
>>46843346
by reducing their HP to 0.
well my players are retarded and often put themselves in danger
>>46843607
oh fuck, does anyone have this green text
>>46843346
This is a sticky one, but if you're absolutely sure you want to do it then keep two things in mind:
1. Make their deaths matter. Maybe they're the ones who have armed the bomb and need to stay behind to make sure the enemies don't disarm it. Or they could go down in a glorious last stand which will end up being the Alamo of your setting. Players feel a lot less bad about forced deaths when they go out like badasses.
2. Give them as much control over their deaths as possible. Draw up a situation where death is the only clear outcome (e.g. You guys are in the fort and see the enemy army approaching from all sides) and then let the players do what they want. This will help lessen the impact of railroading them into a certain demise.
>>46843346
Put out water instead of energy drinks
>>46843346
It's easier to kill the players than to kill the characters.
>>46850896
But Mr. Bones' Wild Ride is where you go when you die.
>>46843346
Obviously OP, there are certain things that are dependant on the system and the party. Others are universal, like a lot of the suggestions given here.
I find that attrition is a great way to kill off PCs or getting them to burn Fate etc. Low level enemies in decent numbers aren't a problem for the average RP group, but if they're fighting in a city overrun with enemies, constantly running across groups of enemies with no chance to rest will start to wear them down.
After the first couple of groups the DnD spellcasters will be running low on spell slots, the modern/sci-fi group will have used their grenades and a good chunk of their ammo, etc etc.
Not giving the characters time to rest and re-arm is easily the best way to go. My Only War group learnt this recently with their first proper taste of cityfighting.
Out of 6 PCs, 6 Comrades, and one Chimera, 2 PCs and 4 Comrades walked out of the district, 4 PCs were medi-vac'd (two missing limbs, one sucking chest wound, and one guy holding in his intestines), one Comrade was on a stretcher, and the other left a 15ft crater. The Chimera was abandoned halfway through the day billowing black smoke.
That was Day 1.
>>46851220
>>46853492
Recipe is a diarrhoea mixed with chocolate milk in a blender
> mfw when faggots wasted their main ingredient by taking a shit