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Kung Food
Dec 11, 2006

PORN WIZARD

Resting Lich Face posted:

Working on a setting. How much loving with established expectations of D&D with regards to setting is tolerable?

Do whatever the hell ya want mate. It's kind of the whole point.

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Pussy Quipped
Jan 29, 2009

Resting Lich Face posted:

Working on a setting. How much loving with established expectations of D&D with regards to setting is tolerable?

Ask your players.

DarkLich
Feb 19, 2004

Resting Lich Face posted:

Working on a setting. How much loving with established expectations of D&D with regards to setting is tolerable?

I disagree with the previous post of "do whatever". Consider your players and their current familiarity with fantasy pop-culture. Some things need to have a basis in existing context, or else your players will be lost and it may be harder for them to engage.

For example, there are certain assumptions assigned to dwarves. If you rewrote dwarves to be druidic tree-dwellers, it could lead to a confusing situation. When it comes to homebrew settings, be mindful of what your players will have to learn for acclimation.

My advice? Take existing tropes and modify 1 or 2 elements. It will still feel unique, but your players won't be in a totally alien world. Also, get their help brewing up the setting, as that will lead to personal investment.

Nash
Aug 1, 2003

Sign my 'Bring Goldberg Back' Petition
My players love mythology, therefore I am using real world mythology of Greek, Norse and Egyptian pantheons. Familiarity and fun for them. I am a history teacher and all my players were in my ancient history class. My world is a fantasy mishmash of various eras of Roman Greek and Egyptian history.

Ilor
Feb 2, 2008

That's a crit.

Resting Lich Face posted:

Working on a setting. How much loving with established expectations of D&D with regards to setting is tolerable?

That all depends on your players and how "entrenched" they are in D&D mythos/mechanics.

Elector_Nerdlingen
Sep 27, 2004



Established D&D settings contain crashed flying saucers with robots and laser guns, more than one way to fly sailing ships into outer space, and portals that lead to more than one infinity of worlds in which some of the worlds are themselves infinite. AD&D included rules for converting between itself, Boot Hill (six shooter western) and Gamma World (post apoc scifi) in case your characters visited.

Do whatever. There are no wrong settings.


e: There are things for which D&D as a system is fundamentally unsuitable, but that never stopped TSR or WotC and you don't have to let it stop you.

Elector_Nerdlingen fucked around with this message at 00:05 on Apr 11, 2019

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
There are no settings that are wrong for the game. There are settings that will be wrong for your individual group. If your players want to run high-fantasy hijinks, don't build a low-fantasy Conan-inspired world where wizards are only there to be killed by Real Men, that kind of thing.

If you are unsure of your players' preferences on this matter, talk to them about it, then you won't be unsure anymore.

Polo-Rican
Jul 4, 2004

emptyquote my posts or die

Resting Lich Face posted:

Working on a setting. How much loving with established expectations of D&D with regards to setting is tolerable?

https://twitter.com/ChappellTracker/status/1116025856156209152

PupsOfWar
Dec 6, 2013

Resting Lich Face posted:

Working on a setting. How much loving with established expectations of D&D with regards to setting is tolerable?

throwing a bunch of weird poo poo at the players is a good way to immediately impress them and get them invested, in my experience

particularly if you've got kinda cynical players or players that've been 'round the block

like what is gonna be more memorable and enticing to them: Rolf the half-dwarf's tavern in the noted swine-producing village of Oinksbury, or Zlug the myconid's haute cuisine restaurant in the belly of a giant worm which eternally traverses the fractal radiation wastes?

Rolf the half-dwarf could end up being an exceptionally well-developed and performed character, but, in terms of initial buy-in, the weirder the better imo

never forget that old-school d&d was based on Weird Tales stuff from the 1920s: the tolkeinesque presumed setting was a later development

PupsOfWar fucked around with this message at 22:52 on Apr 11, 2019

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS
This last Sunday, I got to cold open to reality swirling away and then back in with a hog man at the top of a spiral staircase, laughing and shouting about how he's wrecked their minds, then barking orders of "BLAST THEM!" to his minion apes with bowler hats who shoot tommy guns at the party. Silent Titans is weird + cool!

Nash
Aug 1, 2003

Sign my 'Bring Goldberg Back' Petition
Mentioning low fantasy worlds like Conan. How could you conceivably run a low fantasy low magic setting in DnD? Just saying people can’t play any caster class doesn’t sound like a solution, and just limiting spells to at most 3rd level makes being a spellcaster something that just doesn’t scale into something more powerful.

Would the best way to do this be run a different game system?

Nephzinho
Jan 25, 2008





Nash posted:

Mentioning low fantasy worlds like Conan. How could you conceivably run a low fantasy low magic setting in DnD? Just saying people can’t play any caster class doesn’t sound like a solution, and just limiting spells to at most 3rd level makes being a spellcaster something that just doesn’t scale into something more powerful.

Would the best way to do this be run a different game system?

Use of magic in any public setting draws crazy crowds, you can't be inconspicuous anywhere you go because you're a world famous wizard, towns turn on you when things go wrong and they need someone to blame. The party needs to be invested in it as well, and the world needs to reflect that rarity.

Roadie
Jun 30, 2013

Nash posted:

Mentioning low fantasy worlds like Conan. How could you conceivably run a low fantasy low magic setting in DnD? Just saying people can’t play any caster class doesn’t sound like a solution, and just limiting spells to at most 3rd level makes being a spellcaster something that just doesn’t scale into something more powerful.

Would the best way to do this be run a different game system?

If you desperately want to stick to D&D, look up E6.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

PupsOfWar posted:

never forget that old-school d&d was based on Weird Tales stuff from the 1920s: the tolkeinesque presumed setting was a later development

Even Dragonlance, which is basically D&D trying to make itself as generic and inoffensive as possible, eventually has poo poo like Minotaur Saul of Tarsus running around.

e: found a better analogy

Tuxedo Catfish fucked around with this message at 04:24 on Apr 12, 2019

chitoryu12
Apr 24, 2014

Nash posted:

Mentioning low fantasy worlds like Conan. How could you conceivably run a low fantasy low magic setting in DnD? Just saying people can’t play any caster class doesn’t sound like a solution, and just limiting spells to at most 3rd level makes being a spellcaster something that just doesn’t scale into something more powerful.

Would the best way to do this be run a different game system?

I think it was GURPS that had their magic book classify worlds based on their mana, basically the background magical energy. A high mana world is your typical D&D or Elder Scrolls setting where magic is common among all walks of life and even regular people may be able to use simple spells, while a low mana world has magic manifest more rarely and require more energy to perform. A no mana world simply has no magic at all.

This is meant for dimension hopping games where you can control your party's spellcasters for each adventure, but it could also provide a good base for a low fantasy world. You might have a full list of spells, but they require more energy to consume (even something simple like bumping all spells 1 or 2 levels higher).

Agent355
Jul 26, 2011


One of the players of my my online group dropped out after just one session because of scheduling stuff (and I'm still mad about it) but I'm trying to figure out if i really want to try and get a fourth player or not.

I'm big on roleplaying and so is my best player, he often DMs and I play in his games and we really look for people that we kinda gel with. The other 2 players are super great guys and fit in well but they're both what I'd call 'background' players. They participate and like to roleplay and will respond in character when you have NPCs talk to them, but they aren't going to make decisions or bring any sort of motivations/goals to the table that might help shape the narrative. So the table is kind of suffering because it really seems to be just the Active player's show with the other two just enjoying the game.

So what I'm really hungry for is some new player who takes his roleplaying seriously and wants to work together to construct cool narrative moments and poo poo, but I've completely plumbed the depths of my friend group and I"m just out of options for people who I personally know. Anybody know of a good community or something I might go and find random pick up players? I'm completely terrified of opening one of my games to the wild wilderness of the internet, but I'm not sure what other options I have at the moment aside from just running with 3.

Punkinhead
Apr 2, 2015

Agent355 posted:

Anybody know of a good community or something I might go and find random pick up players?

https://forums.somethingawful.com/showthread.php?threadid=3654812&userid=0&perpage=40&pagenumber=1

Probably a little better than the subreddit for this, but online gamers are a flakey bunch by nature so you never know.

Agent355
Jul 26, 2011


I'm not entirely sure that my ideals of good tabletop and goons entirely align. Just judging by the threads I follow I see mostly discussion about meta character builds and how to eke power out of certain class combos. I rarely see somebody asking how to better explore a character concept or what gives a character depth and allows for interesting growth across a campaign.

I know that's a small explicit niche but I don't know how to phrase a post in that thread without coming across as hostile or excluding.

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS

Agent355 posted:

I'm not entirely sure that my ideals of good tabletop and goons entirely align. Just judging by the threads I follow I see mostly discussion about meta character builds and how to eke power out of certain class combos. I rarely see somebody asking how to better explore a character concept or what gives a character depth and allows for interesting growth across a campaign.

I know that's a small explicit niche but I don't know how to phrase a post in that thread without coming across as hostile or excluding.
What thread(s) are you looking at? Systems heavy on character "builds" tend to have people who emphasize those things at the expense of the qualitative stuff you seem to be interested in. I'd expect threads for more narrative systems to facilitate your sort of question more. Personally I'm not all that interested in created "deep" characters that have room for growth outside the bounds of a session I'm in, as I find they tend to be overwrought and not as interesting in practice as what I come up with on the spot, but brainstorming evocative tweet-sized character pitches can be pretty fun.

Just ask your question and it'll probably go fine, and maybe you'll find new threads to follow that are more interesting to you.

Ilor
Feb 2, 2008

That's a crit.

Agent355 posted:

I'm not entirely sure that my ideals of good tabletop and goons entirely align. Just judging by the threads I follow I see mostly discussion about meta character builds and how to eke power out of certain class combos.
Then you're following the wrong threads, my friend! And also possibly playing the wrong games. If you're all about interesting character concepts and developing a narrative and getting players to have more authorial input into the game, I'm going to venture the idea that you're probably better off in something like the "Powered by the Apocalypse" thread than in any of the various D&D threads where "class combos" are even a thing.

Punkinhead
Apr 2, 2015

Agent355 posted:

I see mostly discussion about meta character builds and how to eke power out of certain class combos.

I see mostly games like Monster Hearts and Choose Your Own Adventures, which as far as my understanding goes focus more on character development and roleplaying than anything else.

And asking for involved roleplay minded characters isn't at all excluding, it's being upfront with what you expect which is perfectly rational and normal. You're just going to have to put that out there, though.

Punkinhead fucked around with this message at 22:32 on Apr 12, 2019

EthanSteele
Nov 18, 2007

I can hear you

Agent355 posted:

I'm not entirely sure that my ideals of good tabletop and goons entirely align. Just judging by the threads I follow I see mostly discussion about meta character builds and how to eke power out of certain class combos. I rarely see somebody asking how to better explore a character concept or what gives a character depth and allows for interesting growth across a campaign.

I know that's a small explicit niche but I don't know how to phrase a post in that thread without coming across as hostile or excluding.

As a general tip for getting new people in a group I recommend providing questions you want people to answer if you go to the roll20 LFG thing or whatever.

It'll feel pretentious but based on the group I'm in having to get new players a couple of times it helps a lot on both sides. Someone trying to explain why they should be let in your game with no prompts as to why they might fit or not is tough. It helps you lay out what you want while also making it easier for people to point out "yeah, I've got that!".

Everyone knows the "describe yourself" questions are tough to answer, but "describe the types of character you like to play" and "what sort of moments in games do you really like?" "what are the types of games you're interested in?" "any style you are averse to participating in? if yes, describe in as much detail as you are comfortable." type stuff to show you care about player comfort and also get that its not always an easy thing to talk about.

Just don't be afraid to say what you want.

Holy moly Monster Hearts though, I'd never play that as the first game with someone so if anyone has had luck with that they are far braver than I.

Elector_Nerdlingen
Sep 27, 2004



Agent355 posted:

I'm not entirely sure that my ideals of good tabletop and goons entirely align. Just judging by the threads I follow I see mostly discussion about meta character builds and how to eke power out of certain class combos. I rarely see somebody asking how to better explore a character concept or what gives a character depth and allows for interesting growth across a campaign.

I know that's a small explicit niche but I don't know how to phrase a post in that thread without coming across as hostile or excluding.

Make a thread about character development in terms of roleplay/story!

That stuff's usually far enough removed from mechanics that you can have a discussion without knowing much about a particular system, and I bet there's enough people who want to talk about it to keep a thread going.

E: I recently had a new player make up a bunch of stuff about the character's religious beliefs and start assertively putting it into the game and it was awesome because I ask people to do that and hardly anyone ever does. Like, don't bring me an essay about your fictional religions, just roleplay your poo poo. Don't ask me "so what does the sea god's temple say about...". You're the fuckin' priest, get out your portable altar and tell everyone all about it. Tell me that it's not an item they stole from the temple, it's the Call Of The Wretched Sea and now nobody will want to be a sailor.

Elector_Nerdlingen fucked around with this message at 23:42 on Apr 12, 2019

Hattie Masters
Aug 29, 2012

COMICS CRIMINAL
Grimey Drawer
Yeah echoing the thing about a second thread.

My view is that a lot of the time character development w/r/t roleplaying you'll be bouncing ideas off others at the table because they have seen the character in action and know the mood of the table, whereas here you have a lot of mechanical expertise. I'm sure that if I asked for advice on where to take my character in terms of personality, you'll get some ideas that just wouldn't quite mesh with the mood of the group, whereas mechanical stuff is more objective and thus requires less explanation.

Agent355
Jul 26, 2011


EthanSteele posted:

As a general tip for getting new people in a group I recommend providing questions you want people to answer if you go to the roll20 LFG thing or whatever.

It'll feel pretentious but based on the group I'm in having to get new players a couple of times it helps a lot on both sides. Someone trying to explain why they should be let in your game with no prompts as to why they might fit or not is tough. It helps you lay out what you want while also making it easier for people to point out "yeah, I've got that!".

Everyone knows the "describe yourself" questions are tough to answer, but "describe the types of character you like to play" and "what sort of moments in games do you really like?" "what are the types of games you're interested in?" "any style you are averse to participating in? if yes, describe in as much detail as you are comfortable." type stuff to show you care about player comfort and also get that its not always an easy thing to talk about.

Just don't be afraid to say what you want.

Holy moly Monster Hearts though, I'd never play that as the first game with someone so if anyone has had luck with that they are far braver than I.

Thanks this is a good point I"ll definitely do questions like that as a way to potentially feel out people before ever getting to the table.

As far as making an RP thread goes I'm not sure I'm really the guy for that? I mean I have 10+ years doing it and write semi-professionally beyond that, but it's really just a hobby more than something I'm intimately knowledgeable about. It's just about crafting characters that fit into campaigns thematically/motivation wise and knowing what a character arc generally looks/feels like and how to naturally explore how that might look at the table.

I'm not sure what I could really put into an OP other than like, a paragraph and a half of generic words and then a 'okay now ask questions'

Agent355 fucked around with this message at 02:04 on Apr 13, 2019

Tempest_56
Mar 14, 2009

Elector_Nerdlingen posted:

E: I recently had a new player make up a bunch of stuff about the character's religious beliefs and start assertively putting it into the game and it was awesome because I ask people to do that and hardly anyone ever does. Like, don't bring me an essay about your fictional religions, just roleplay your poo poo. Don't ask me "so what does the sea god's temple say about...". You're the fuckin' priest, get out your portable altar and tell everyone all about it. Tell me that it's not an item they stole from the temple, it's the Call Of The Wretched Sea and now nobody will want to be a sailor.

A bit of writing can be good, however. My last group did a spin with this where we basically made up recruitment fliers for each religion. It turned out pretty well and gave everybody else a basic primer on what to expect.

Arthil
Feb 17, 2012

A Beard of Constant Sorrow
So the session went really well!

I definitely did nudge them towards the more gentle options, between bringing the players into the small settlement by the river and putting in planting a few hooks. In the book there's meant to be an adventuring company that went into the dungeons relatively recently, and I leaned on this to help provide a map for the players to gain in the tavern. Where this other party had carved it into an old table in the tavern.

Amusingly one player, a friend of mine, poked fun at me over the fact that they didn't all die. Fact is I did specifically urge them towards the more gentle stuff since we had Level 1's.

I'm going to need to decide how strict I want to be on loot distribution. There was some minor issues with splitting of loot. Perhaps try to emphasize harder before the session begins that the group has been traveling and working together for a little while already? I'm not interested in playing the "everyone grows to trust one another" game over, and over and over given the revolving door that these events can be.

When it comes to the dungeon itself the players seemed to enjoy it. I might need some advice on how to handle the discovery of traps/secrets though. What I was doing is making the rolls for the players behind my screen, easily done thanks to the cards I have which has room for stats/modifiers along with the other useful stuff. So I'd try to keep an idea of marching order and use the first couple of people for spotting stuff like that.

I did the same for secrets. But I'm wondering if in the future I should restrict to just rolling for one person to notice traps or secret doors. Same with trying to figure out how to open said secret doors, although I did like giving players the chance to both brute force their way through (a very high DC of around 25), or inspect the wall for how to open it (DC 16). Trying better to corral everyone into only doing these checks once as a party though might be something I need to work on.

They've not really seen the whole dungeon either, and there's some nasty things in there to deal with still. I think next time I run I'll try to start them in media res at the dungeon.

Ceros_X
Aug 6, 2006

U.S. Marine

quote:

Traps.txt

Party (or player) indicates they are being wary of traps.
DM indicates that they'll move at half speed (which is really only relevant if they are pressured for time).
Player(s) accept.
DM asks for Passive Perception/Investigation.
DM now points out any trap that would be passively seen.
Whenever player get to a trap above their passive, have them (whoever is in front of the marching order) roll an active check to spot the trap.
If nobody spots it, welp, time to resolve the effect (they may still have the opportunity to save to avoid, but the option to disarm is now off the table).

Big Mouth Billy Basshole
Jun 18, 2007

Fun Shoe
I'm planning on running lost mines for some coworkers and friends. I don't have many minis, does anyone have recommendations for tokens?

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Big Mouth Billy Basshole posted:

I'm planning on running lost mines for some coworkers and friends. I don't have many minis, does anyone have recommendations for tokens?

I like glass beads for one inch square scale. You can get them from a go set, mancala, or you can by them from a craft supply store.

Elector_Nerdlingen
Sep 27, 2004



DalaranJ posted:

I like glass beads for one inch square scale. You can get them from a go set, mancala, or you can by them from a craft supply store.

I use these too. Your local junk shop / dollar store equivalent probably has bags of 20-50 for a couple of bucks. They're usually in or near the part with vases, candle holders, etc.

Elector_Nerdlingen fucked around with this message at 04:23 on Apr 14, 2019

JonathonSpectre
Jul 23, 2003

I replaced the Shermatar and text with this because I don't wanna see racial slurs every time you post what the fuck

Soiled Meat
Hello friends. I'm getting ready to write my Delta Call of Green Cthulhu group's next adventure. As we are all CoC vets, we know quite a bit about the "normal" Old Ones, and so for the past few games I've been making up my own Great Old Ones or modifying powerful enemies I particularly love to join the Mythos. In this adventure, the party will confront a literal evil wizard, a necromancer of Orcus, Lord of the Undead, who is trying to trick a grieving town into supplying the raw material for a ritual summoning Orcus to Earth.

I'd love some ideas for set pieces, clues, twists, etc. to this basic framework.

The setting is late 1863. The investigators are working for a tabloid newspaper in New York City that has sent them to a small town in Pennsylvania where there was a report that a dead man was seen walking. This report was correct.

The majority of the town's men joined a Union regiment and a lot (20+) were cut to pieces at Gettysburg. A group of women took a wagon and made the trek to Gettysburg and recovered the bodies. The same night they returned home to their town, a "traveling priest" drifted into town and preached a gospel of resurrection. During his sermon... something happened. Some sacrifice was made, and one of the bodies returned to a sort of half-intelligent life. Almost the entire town witnessed this, and desperate to have their men back, the people of the town begged this necromancer to stay and promised him whatever he wanted if he could only bring the rest of them back also. The necromancer is using this desperation to gather whatever it is he needs to summon Orcus in the (undead) flesh and herald the end of the (living) world.

What is he gathering? I thought perhaps the poor undead he was making might be the ritual material, making his betrayal of the town doubly cruel. I want something awful necessary for this, though, perhaps to make the undead, something that makes the town complicit in this atrocity, like perhaps the blood of outsiders, or an Omelas-like cruelly tormented person or persons.

Is the town a honeypot of danger where the investigators are unwitting prey, or a dark secret desperate to avoid discovery?

Where are the unraised bodies being stored? The necromancer has used a charm on them to slow their decay and give him time to raise them. Does this charm have a cost that the townspeople must pay?

How many zombies are there by the time the investigators arrive? How dangerous are the zombies, and the necromancer, in combat? I have a vague idea of the necromancer knowing a spell that can turn 10-20 of those zombies into something like a Gore Colossus to rip poo poo up as a "ticking clock" unseen and unknown in the background.

So that's the basics. Hit me with the sheer unadulterated creativity of the GM Advice thread.

Oh, and the more loving horrible the better. This group likes it gory and psychologically devastating.

habituallyred
Feb 6, 2015
The final target for summoning is a town where there is no difference between the living and the dead. By now even the living members of the town sleep in coffins. The local accent is starting to incorporate a disturbing number of groans. People are mangling or shooting themselves to match the returned. The town is constantly trying to integrate their returned loved ones into their lives. Maybe the town factory is too complex for the returned to work at so the townsfolk burn it down? An old soldier's home will probably feature prominently.

There is a limit to how much the townsfolk will change themselves to match up. The charm was applied just in time and has two purposes. It isn't enough for the townsfolk to accept the returned as their own. People passing through also have to be fooled. Fortunately anyone who fuels the charm doesn't count. A living person and a dead person have to eat the victim off of ritual plates. The necromancer is definitely keeping this a secret as long as they can, plus or minus a few trusted townsfolk.

By the time it comes to a confrontation the necromancer has given up on the success of this scheme. They start lumping zombies together like playdough in a delicate ritual. Bonus points if you actually use playdough as zombie markers, jamming them together as the process continues. The more the players can disrupt this process the clumsier the resulting monstrosity is. The zombies that the players deal with get broken down into animate chunks that refuse to die. Tangling guts make anywhere a zombie was killed difficult terrain. Merely slicing a zombie with a sword means you now have to deal with half a zombie and a crawling hand.

Edit: The necromancer is actually sort of relieved when the players break things up. They have gotten in way over their head, and are dreading trying to make the last few corpses bipedal. But they have learned so much for their next attempt to call Orcus...

habituallyred fucked around with this message at 06:19 on Apr 14, 2019

Keeshhound
Jan 14, 2010

Mad Duck Swagger
While they are initially raised in a feral, barely cognizant state, the zombies can temporarily return to lucidity by devouring a living sapient. The town's been making due with drifters and maybe occasionally kidnapping people "who won't be missed" from across the state line, and hey, five nosy assholes who no one knows just turned up on their doorstep! To twist the knife, the raised men don't have clear memories while they're feral, so they don't even understand the horrors they've wrought. If the players convince them of the truth, I'd say give them a 50-50 chance to react stoicly and decide that they need to help prevent this perversion of the natural order (tragic conflict with their loved ones) or be driven completely mad at the realization that they are now a crime against god's order and need to be tragically put down.

The ritual should involve a sacrifice of an equal amount of living and unliving subjects. Probably they stand inside a circle drawn in the earth near the center of town while the necromancer invokes Orcus, intending to reshape their collected bodies into an earthly vessel for divinity (Gore Collosus), and to mangle their still conscious souls into a gateyway through which Orcus can traverse the barrier between the world of mortals and his own domain.

At some point the players should discover that

1. the ritual won't actually work (the necromancer is too weak, or he's drastically underestimated how many sacrifices he'll need to summon a god, or maybe he just doesn't have a loving clue what he's doing and got lucky with the first resurrection and has just been faking it till he makes it), and
2. the zombies cannot remain permanently reanimated. Even if they keep feeding on the living, the effects will become less pronounced, the dark energies gluing their bodies back together will dissipate, causing them to re-experience their gory battlefield deaths, this time in full view of their loved ones. This also gives the necromancer a deadline of his own; he knows that he only has a limited amount of time to complete the "ritual" before his components crumble away.

The necromancer should probably have convinced the townspeople to help him with it, maybe by claiming that it's the last step to "permanently reunite them with their loved ones." If the players fail to stop him in time, once he realizes his ritual is a failure, he will try to rile up the remaining living townsfolk against them, blaming the interlopers for it.

If you want to make it extra 1800s, you could add a racial component to the collection of "undesirables" to feed the reanimated, but that could get... uncomfortable quickly, so use your judgement.

Keeshhound fucked around with this message at 07:12 on Apr 14, 2019

Azhais
Feb 5, 2007
Switchblade Switcharoo

DalaranJ posted:

I like glass beads for one inch square scale. You can get them from a go set, mancala, or you can by them from a craft supply store.

Can also do paper minis

https://www.reddit.com/r/dndnext/comments/88c3ut

Elector_Nerdlingen
Sep 27, 2004



Arthil posted:

So the session went really well!

I definitely did nudge them towards the more gentle options, between bringing the players into the small settlement by the river and putting in planting a few hooks. In the book there's meant to be an adventuring company that went into the dungeons relatively recently, and I leaned on this to help provide a map for the players to gain in the tavern. Where this other party had carved it into an old table in the tavern.

Amusingly one player, a friend of mine, poked fun at me over the fact that they didn't all die. Fact is I did specifically urge them towards the more gentle stuff since we had Level 1's.

Awesome!


Arthil posted:

I'm going to need to decide how strict I want to be on loot distribution. There was some minor issues with splitting of loot. Perhaps try to emphasize harder before the session begins that the group has been traveling and working together for a little while already? I'm not interested in playing the "everyone grows to trust one another" game over, and over and over given the revolving door that these events can be.

Sounds like you're on the right track. Something you could try if they won't play nice is to get them write down a system for distributing treasure, and then make them stick to it. The people who want to be assholes about loot will be poo poo scared that whatever written thing will give someone else the advantage and they'll do most of the work on making sure it's fair.

Arthil posted:

When it comes to the dungeon itself the players seemed to enjoy it. I might need some advice on how to handle the discovery of traps/secrets though. What I was doing is making the rolls for the players behind my screen, easily done thanks to the cards I have which has room for stats/modifiers along with the other useful stuff. So I'd try to keep an idea of marching order and use the first couple of people for spotting stuff like that.

I did the same for secrets. But I'm wondering if in the future I should restrict to just rolling for one person to notice traps or secret doors. Same with trying to figure out how to open said secret doors, although I did like giving players the chance to both brute force their way through (a very high DC of around 25), or inspect the wall for how to open it (DC 16). Trying better to corral everyone into only doing these checks once as a party though might be something I need to work on.

I know you're doing a premade dungeon but please carefully think about whether or not random traps that need to be spotted do anything useful for your game. Traditionally, an encounter with just a trap either takes in-game time or it takes hit points and juggling the two used to be a big deal back in AD&D, but not so much any more. So if all it's really doing is sitting there being a "did you pass this check y/n if n take 2d6 damage, if Y make this other check or take 2d6 damage", and you think that's a useful and cool thing to be doing, spend as little IRL time on it as it deserves and just pre-roll a bunch of perception checks as though they were done by the PC with the best chance of success and use them in order.

Secret doors? Same thing, kinda. Ask yourself if there's any scenario where not finding one that's there would be at least as fun and cool as finding it. If you still wanna do it, do it the same as with the traps and just tell them if they notice it. If you've rolled these checks in advance and you ever feel like you should really be doing the opposite of what the check result is because it would be cooler, then you know what to do.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

quote:

Advanced_Traps.txt

Party (or player) indicates they are being wary of traps.
DM indicates that they'll move at half speed (which is really only relevant if they are pressured for time).
Player(s) accept.
DM consults the following question: "Would a trap showing up here be an interesting challenge for the PCs, or a boring dick move?"
If the former, consult further steps in Traps.txt
If the latter, there are no traps and/or the passive perception score required to spot a trap just happens to be exactly the score the PCs have available

EDIT:

Big Mouth Billy Basshole posted:

I'm planning on running lost mines for some coworkers and friends. I don't have many minis, does anyone have recommendations for tokens?

Depending on the scale you're using, I've gotten a lot of use out of using cheap plastic poker chips as tokens. Write names or numbers on them in Sharpie.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
If you've got minis from wargames or from something like Descent, they work pretty well. Another option is to make some folds in a 1'' strip of card and tape the two ends together so it becomes a triangle that can stand up on its own, and draw characters onto that. If you tape a coin to the bottom, that helps it stop falling over too.

Reveilled
Apr 19, 2007

Take up your rifles
My go-to when I don't have an appropriate mini is d6s in a variety of colours, I find it much easier to keep track of which monster is which if I can mark them as "red,3" in my notes behind the screen.

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Arthil
Feb 17, 2012

A Beard of Constant Sorrow
Traps and secrets do seem to be a big part of the entire book, given the nature of the dungeon. (Built by the forces of evil to keep good -out- sort of thing.) The players seemed to like the nature of dealing with these simple pitfall traps, though there are others in this first dungeon which do a lot more than just drop you 10-ft. One or two pit traps even drop you into the dungeon below the one they were on. I think I like the idea of simply asking if they are being cautious about traps and letting passive perception kick in there, same for secrets.

The secret doors did seem pretty important because it allowed them to loop around into a later chamber without dealing with some nastier stuff. But I think I'll just roll the being cautious about traps thing into secrets too. No need to be specific, if you're moving slowly and keeping your eyes peeled you'll notice the wall is funny just as much as the floor. I don't really expect them to die in this particular dungeon, unless they do something really dumb. The toughest encounter is 3 bandits, 4 orcs and a custom bandit leader. Otherwise most things in this dungeon are overgrown bugs, and things encountered from the random table.

Speaking of the random table, after talking with a friend who started DMing too I've decided I'm just going to have them be... not-so-random tables. If I want them to run into something on the journey to a dungeon, they will. If they open a door and there's a bunch of kobolds inside, there will be. I'll just use the tables as a reference for what to choose from. This feels better just because rolling a D20(the dice varies per dungeon or wilderness) and not even rolling on the table until I get a 1 is kind of boring on my end.

Oh with the mini talk. I actually bought the Pathfinder Beginner Box cause my FLGS had some, purely to get the pawns from them. The set of dice and a decent map was just icing on the cake there. Excellent for minis, easier to store. Obviously you can just print out your own and make them, but they feel nice and sturdy. On the flip side I also don't have access to a printer of my own and cardstock, so that might change your options.

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