Handling witty jabs at the DM

dnd-5egm-techniques

Suppose as the adventure is about to kick-off the DM invites some discussion about what each character has been up to lately and after hearing each monologue embeds a bit of his own story telling into each monologue to weave in hints of what's to come and to create a bit of unity/meaning. For example:

P1: I attended a rare sword exhibition.

DM: You noticed occasional prolonged glances from a hooded figure. As
you left the show, you discover a hastily written note that somehow
made its way into your pocket.

P2: I lost myself for days in an occult library.

DM: While burned out from your intensive studies, you drift asleep. As
you awaken, you notice something written on the margins of the tome
you had opened the night before.

P3: Totally uneventful until an uncouth-looking stranger tried to
superstitiously slip me a piece of paper, which I, with great
alacrity, intercepted and tore up into pieces. I then alerted
authorities to his presence.

DM: …

I can sympathize with player 3 because he's listened to what's been said before him, so he clearly knows what's coming. In a way it spices up things, where he/she might otherwise have to passively accept the foreshadowing elements that might at this point lost some mystique. However, it's also clearly a witty jab at the DM, forcing some kind of response. What comes to mind for me:

  1. Everybody have a laugh and move on to the actual adventure
  2. Brute force it: After you watch the town guard chase the man down,
    you were astonished to find in your pocket a note. His earlier note
    was just a distraction; a game of "thief chess" where he was up a
    move.
  3. Strict preparation game plan: Well, you never read the note to learn
    the secret meeting location to meet your teammates. Roll D100 to see
    if there is any chance you can reassemble the paper your ripped into
    shreds.

Each table may have its own comfort level for the above solutions. But for the purposes of this question, I would like to hone the craft of fighting wit with wit in such situations. In other words, form a response but not necessarily make it so punitive for the player in terms of the plot. However, it's hard to know exactly how players will try to trip up the DM, so it's not something that can be prepared ahead of time. Maybe a basic framework would help.

Question

If my aim is to allow such DM/player interactions and form a witty response that accomplishes "yes, I'm aware you want something different" and still weave that player into the story in a way that does not give any material advantages or disadvantages to the other players, what kind of framework should I have in mind as I get placed on the spot in such situations?

Best Answer

There are two issues here.  The first issue is that your player is attempting to narrate actions onto DM-controlled NPCs, which is something they're not allowed to do.  The second issue is that your player is choosing for their character to not do the adventure.

Limits of player narration

You've written that the DM "invites some discussion about what each character has been up to lately."  But this doesn't mean -- it can't mean -- that players just narrate anything they want.  If someone said:

Oh, I killed a dragon and gained five levels and found a bazillion gold and now I'm king!

or:

Oh, I ran into the villain at the corner store, and we had a nice chat, and he decided to retire and start an orphanage!

the DM has to answer: "No, you didn't."

The DM might add more flavor text to the rejection -- "well, the NPCs you're attempting to interact with weren't actually in the place you said they were, and even if they had been, your character isn't skilled enough to do the thing you described.  Try again."

Most players understand this dynamic intuitively, and they'll be careful to avoid narrating anything happening that their character doesn't directly control.  But if your player is deliberately crossing that line, and they're doing it in a way that breaks your story, all you can do is remind them that the line exists.

In the specific case you're describing, I'd probably say something like this:

Yes, that's very funny.  Roll Perception to see if you actually spot the stranger.

Or, if my plan for this stranger indicated they actually wouldn't be possible to spot:

There is no stranger, sorry, try again.

Refusing to do the adventure

Your player has realized, presumably, that this note is their story hook to the next part of the adventure. Your player is deliberately refusing this story hook, in a way that threatens that their character might not do the adventure.

It's possible to engage with this on its own terms -- you could just make up an excuse to drag them back in. I don't like doing this, because it always feels forced, and because in a real sense this is railroading the character into doing what I wanted.

What I've found works better for me is to not make up any excuses, and instead offer the player the choice to leave the game:

Of course you can tear up the note if you want, but then you miss the meeting and you don't get to do the adventure. Are you sure you want to do this?

This is my way of reminding the player that making sure the character wants to do the story is (at least partially) their responsibility.

The most recent time I had this happen, it was in a one-on-one game with a player whose character kept telling people she wasn't powerful enough to do the adventure.  The first time, I had an NPC assure her that she actually was that powerful.  The second time, I had an NPC say: "well, if you want, we could just run away together!" (and it was clear that doing this would end the game).

The player narrated her character deciding not to run away, and never brought up the topic again. After the game, she thanked me for being accommodating of her character deciding to take unusual paths through the game. I'm not sure if this is what she was referring to, but I'm sure it didn't hurt.