this post was submitted on 14 Aug 2025
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[–] ahdok@ttrpg.network 20 points 1 day ago (1 children)
[–] threelonmusketeers@sh.itjust.works 17 points 1 day ago (1 children)

"That's right! It goes in the square hole!"

[–] Crazyslinkz@lemmy.world 11 points 1 day ago* (last edited 1 day ago) (1 children)
[–] threelonmusketeers@sh.itjust.works 2 points 13 hours ago* (last edited 13 hours ago)

And an extended version with the redemption arc: https://www.youtube.com/watch?v=9nSQs0Gr9FA

I recommend watching at 1.5x as the video seems to be slowed down for some reason.

[–] jjjalljs@ttrpg.network 15 points 1 day ago

I think a lot about this one time in a game of modern day magic. The players wanted to contact another group. They knew the other group was double warded against magic. An anti-teleportation spell on top of a general anti-magic spell. Serious business.

The players wanted to some time and resources trying to punch through these wards to teleport directly to this other group. I told them the odds, they said ok, and rolled. The dice said no. They mulled about for a bit, and then said they wanted to try again. I said ok. They got their spells together, spent their resources, and rolled. The dice said no, again.

I said, "Do you want a hint?"

They said, "Yeah"

I said, "You just want to talk to them, right?"

"Yeah", they said.

"Why don't you just call them on the phone?" I said.

"...oh."

Sometimes players get tunnel vision.

[–] Susaga@sh.itjust.works 19 points 1 day ago* (last edited 1 day ago) (1 children)

If a puzzle is too simple, players will assume the solution is a red herring, and the actual answer is something more complex. Let us not forget how the entire Fellowship of the Ring was stumped by a door that told them how to open it, because they thought it would be more secure.

DM: "Written on the door in beautiful caligraphy carved directly into the stone are the words 'Pedo mellon a minno'."

Party: ...

DM: "You recognize it as Elvish. It translates to 'Speak friend and enter.'"

Party: ...

DM: "It's telling you, in elvish, to speak the word 'friend'".

Party: ...

DM "You can just say the word for 'friend' to gain entry"

Party: "Friend!"

DM: "No, no, say the word for 'friend' in Elvish."

Party: ...

DM: "It's literally written on the wall in the text of the riddle."

Party: ...

DM: "I just said it, and it is written write there."

Party: ...

DM: "It's 'mellon'."

Party: ...

DM: "Say 'mellon' and the door will open."

Party: ...

DM: "SAY MELLON!!!"

Party: "Uh... 'Mellon.'"

DM: deeeep breath "The door swings open revealing a dark tunnel in front of you."

Party: "Crap, I don't have have dark vision. Can we go back to the village to buy some torches?"

DM: ...

[–] Tolookah@discuss.tchncs.de 24 points 1 day ago* (last edited 1 day ago) (1 children)

I would argue the opposite is also true, if you design a puzzle to last the night, something really clever obscure and tricky, it'll take seconds

Edit: several typos. Original text below:

I would argue the opposite of also true, of your design a puzzle to last the night, something really clever obscure and tricky, it'll take seconds.

[–] Mirshe@lemmy.world 23 points 1 day ago

We did an escape room where we needed 4 digits to open a door. We got a few hints on the numbers to start and a single number, and then our fighter guessed the answer entirely correctly.

[–] Sunsofold@lemmings.world 6 points 1 day ago

DnD Barbarian: "B...A...T... Oh no, it's bait for a trap!" WoD player: "No, you dolt. It's clearly meant to be a more complex anagram indicating the identity of the coconspirator. Cunning... peasant..." Call of Cthulhu player: insensate screaming "It is the name of the unspeakable! Burn them! Destroy the tablets! Bury the entrance so that none find this place again in our lifetimes!" DnD Wizard: "Fireball. Final answer." rolls

[–] IWW4@lemmy.zip 5 points 1 day ago