sirblastalot

joined 2 years ago
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rpg
[–] sirblastalot@ttrpg.network 3 points 5 hours ago* (last edited 5 hours ago)
  • Deplete their resources by putting the fight at the end of a dungeon or other chain of different kinds of encounters

  • Higher level monsters

  • Smart enemies. Sit down and think about what they do as if you were playing them in someone else's game. Dumb dragons land and get murdered, smart dragons stay in the air, flame the party, and have been abusing contingency spells for the last millennium.

  • Stakes other than player death. Sure we can kill these bandits, but can we do it before they get away with the orphanage fund? What if they take hostages? What are we going to do about all these fires they set on the way in?

  • Make it feel more dangerous than it is by use of good description. A hippo is a relatively low level monster, but when that one player that knows how scary they are IRL realizes what you're describing, they will crap their pants.

[–] sirblastalot@ttrpg.network 2 points 4 days ago

I only recall seeing the hallway bunks in Lower Decks, and I think that was intended as a joke.

[–] sirblastalot@ttrpg.network 2 points 4 days ago (1 children)

What is a "domain game"?

[–] sirblastalot@ttrpg.network 3 points 6 days ago (1 children)

I don't think "reasoning" is the right perspective to examine Picard's comment from. He's not making a debate point, Picard is politely telling Ralph that he's acting like an assclown and that it WILL stop.

[–] sirblastalot@ttrpg.network 1 points 1 week ago

Sometimes restrictions breed creativity, though.

[–] sirblastalot@ttrpg.network 0 points 2 weeks ago (1 children)

The DM can not metagame, definitionally

[–] sirblastalot@ttrpg.network 7 points 1 month ago

The secret to writing (or playing) characters that are smarter than you are is that you can take your time coming up with what they do. Maybe in-game your character has a razor wit and would have a snappy comeback for any situation. Out of game you've got a list of pre-prepared retorts you can bust out as needed.

[–] sirblastalot@ttrpg.network 2 points 1 month ago

It may be less impartial than a book with no financial connection to its subject.

[–] sirblastalot@ttrpg.network 2 points 1 month ago (1 children)

I don't know where this 1982 reference point is coming from. This is a history book about a game series, not a reprint of an 80s game. If you walk into a book store and pick a history book off a shelf, even a well researched, nice, hardcover, it's like $20-25.

[–] sirblastalot@ttrpg.network 1 points 1 month ago (5 children)

It's a little sus that it's published by the same company that owns Traveller now. That said, I think $7 is not a lot of money for a book you're interested in. $60 for the physical is outrageous though.

[–] sirblastalot@ttrpg.network 2 points 1 month ago

Stick with Star Wars, they have nice, safe-for-work Jizz Music.

[–] sirblastalot@ttrpg.network 4 points 1 month ago

There's also Star Trek Voyager: Elite Force where they get transported to a ship graveyard.

 

Perhaps obvious to everyone else, but I've hit upon a little trick for better coordinating game time. Instead of announcing "Game will be at 1 o'clock" I've been doing something like "Doors open at Noon, Game starts at 1." This way, the people that want to hang out, level their characters, decide what they like on their pizza, etc all show up at noon, and the people that are running late or decide to come at 1 arrive with the expectation that they're going to walk in the door and immediately start playing. It also provides a natural transition point from the arriving/hanging out mode to game time, which otherwise makes me feel kind of uncomfortably teacher-y, calling the whole class together and whatnot. Try it out, maybe it will help you too.

 

You see something similar in the entranceway to public bathrooms that don't have doors, where it kind of zig-zags for privacy. I'm trying to figure out what this kind of architectural feature is called. Thanks!

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submitted 10 months ago* (last edited 10 months ago) by sirblastalot@ttrpg.network to c/rpg@ttrpg.network
 

I recently started a new campaign. Two players (one who has played in my games before and their SO, who has been begging me for a spot for years) unexpectedly dropped out, moments before our first session. Their reason was somewhat baffling; they said they didn't want to spend "all day" on this, despite the game only going from noon to 3PM. They seemed to think this was a totally unreasonable expectation on my part, despite them previously having stated they were available during that time. This puzzled me.

I've been musing on this, and the strange paradox of people that say they want to play D&D but don't actually want to play D&D, and I've had an epiphany.

A lot of people blame Critical Role or other popular D&D shows for giving prospective players misplaced perceptions, often related to things like your DM's voice acting ability or prop budget, but I don't think that's what's going on here. My realization is that, encoded in the medium of podcasts and play videos, is another expectation: New players unconsciously expect to receive D&D the way they receive D&D shows: on-demand, at their house, able to be paused and restarted at their whim, and possibly on a second-screen while they focus on something else!

I don't know as this suggests anything we as DMs could do differently to set expectations, but it did go a long ways to helping me understand my friends, and I thought it might help someone here to share.

 

I've got an unholy-water fountain, a human chessboard, and an evil hedge maze. I need 1 more thing to put in the last corner of the square courtyard/garden thing. Any suggestions?

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