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Muir
Sep 27, 2005

that's Doctor Brain to you

1secondpersecond posted:

This doesn't work with every game or group, but with my group I'd consider handling this as a flashback montage - GM describes the challenge the pet is facing, players describe their training or other preparatory actions that got the snail ready to excel at the challenge, with appropriate checks, bonuses for flavorful or clever (or funny) preparatory measures, etc.

Like Slumdog Millionaire style? That sounds like a pretty cool session.

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1secondpersecond
Nov 12, 2008


Muir posted:

Like Slumdog Millionaire style? That sounds like a pretty cool session.

If your group is into it, it can be a blast.

Rick
Feb 23, 2004
When I was 17, my father was so stupid, I didn't want to be seen with him in public. When I was 24, I was amazed at how much the old man had learned in just 7 years.
I'm sorry I feel like I asked this before but I searched and didn't find it.

How easy is Feng Shui 2 to run as a one shot in roll 20- for a group where no one (GM included) has played the game? Is the shot system as difficult to keep track of as it seems? I hope no one needs an up roll because that death system seems hard.

I feel like this is something that a group would get a handle on over the course of 2-3 sessions but it feels like more than a 3 hour session can contain.

habituallyred
Feb 6, 2015
A lot of the people who could answer that went in on the physical bits tier of the kickstarter. It might help to look up what they did for physical trackers. My personal plan if I ever run it is to dig up an unused charity calendar or two and some colored pins. Roll up the max initiative count and mark that xth number on the calendar. Move the color of each character's pin along as they declare moves/dodges. Each player should probably have a spinner or die to increment to remind themselves as well.

Death wise have a character sheet in reserve so play barely has to stop. The base cyborg is both thematically and mechanically great for this. The ghost and generic supernatural creature are thematically great but visibly need reworking for this purpose. A dying character always gets last words, even if you have to flashback to them. You could also look up the death schticks from Feng Shui 1 if a character's death was insufficiently dramatic.

I was also planning on shamelessly stealing the zones from FATE. Maybe a fortune point to establish favorable zones between scenes? Like dramatically drawing a line with your spear. Or just the same way a fortune point can always guarantee something you want to stunt with is there.

Rick
Feb 23, 2004
When I was 17, my father was so stupid, I didn't want to be seen with him in public. When I was 24, I was amazed at how much the old man had learned in just 7 years.
Thank you. If I was in person I could almost see using one of those cribbage trackers as it pretty much already has the parts.

I think that's good advice though, someone popping up as the cyborg would be a lot of fun.

I might end up just running fate accelerated again myself because I did it before. But it'll be three years since we played that game last and it has all fell out of mind.

Rick fucked around with this message at 07:39 on May 9, 2023

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Just watch a YouTube let’s play, the tracker is perfectly fine as the roll20 background.

Don’t let someone play the big bruiser because they get half as many turns as everyone else. Not being able to die isn’t worth having half as much active playtime.

trapstar
Jun 30, 2012

Yo tengo un par de ideas.
Figured I'd post this here as a GM resource but I got the human form and demon form of a succubus commissioned. In case any of you need succubus art in both those forms.

sebmojo
Oct 23, 2010


Legit Cyberpunk









That's certainly some horny succubus art

My Lovely Horse
Aug 21, 2010

Kinda what they do innit

admanb
Jun 18, 2014

I like that the demon form is basically naked, but she's just kinda standing there like "what?" because there's obviously no one around to seduce. Whereas the human form is dressed... almost normally, but looks like she's actively trying to get your attention

AmiYumi
Oct 10, 2005

I FORGOT TO HAIL KING TORG
Hello thread, I'm getting back into running a game after literally a decade because I have an idea burning in my head that I need to get out. Already discussed some basic assumptions with my potential players to nail down a system, so if any of them are reading I'm using liberal spoilers so they can keep away.
  • I mentioned wanting to do a familiar system, and landed on some kind of D&D/OSR due to basic assumptions
  • Settled into 5e because "I want goblins"
  • there's a secret third reason, but it will come up later

To get into what I'm planning: I'm gonna throw a party against a modified pattern screamer. In this case, a patch of anti-existence unearthed by a mining camp digging too deep. Now the PCs have stumbled into a rapidly-depopulating mining town, and have to figure out what the hell is going on and destroy it, get the hell out, whatever third option.

Come up with an overview of how it will work while trying to think of reasons the PCs would be less/un-affected by it, and able to fight back:
  • For whatever reason, it's now hungry, and will devour 1-2 people a day (possible answer: it feeds on minds/thoughts?)
  • It is mobile, and possibly split into multiple forms (I'm thinking at the start one is in town and one is still deep in the mines)
  • The mortal mind is not able to acknowledge this fuckin' thing exists, and papers over both it and the evidence it leaves behind
  • The secret third reason I went with 5e above: I figure that cover-up relies on "common sense" or the minds it's already devoured, with logic that works pretty well on your neighbor Roger but really struggles to find an explanation that would satisfy the Lizardman merc who strolled into town yesterday - counting on my players to make weird PCs that don't fit into the "small mining town" milieu
  • Struggling to come up with weaknesses other than that, along with how to destroy the thing(s) for good: my first thought was magic (and maybe there's a witch's hut/wizard tower outside town that could help, if needed); my second thought was that they'll need to "anchor" it in some way - conduct a naming ceremony and making it a part of this world, so it can be hurt by this world
  • Okay, this one is something I want thread input on: I'm thinking of using very specific language in my descriptions, and calling it "Nothing", or "Nowhere" - this is solely so I can be an rear end in a top hat who says "You see Nothing in the streets" or have the foreman's notebook say "we dug a tunnel to Nowhere" and have them realize why I phrased it that way hours later.


Now, my game running style has never been "I'm going to make detailed notes and plan everything in advance"; I'm more of a "come up with killer scenes, then find a way to link them together" sort of ST. I've got ideas, but could go for more:

The opening:Stolen from the false hydra, I figure the effect is weakest when someone is currently being/has just been devoured, so the opening will be the group "waking up" early in the morning with profound sense of confusion (they were guarding a merchant coming into town, and that merchant just got 'et) - their heads hurt when they try to think about why they're here, but they're able to piece it together with physical clues and returning memories. An extra bedroll, mementos, that sort of thing for the merchant, and obviously the wagon full of supplies for "what they were doing". Tempted to throw in a "the merchant brought his young daughter" along, to see what explanations my group comes up with for who she is and what to do.

Other scenes/ideas:
  • Definitely want to have the first townsfolk they encounter (and get to question) be a duo or more, to have them banter amongst themselves and "cover" each other's memories. "Mining camp? Doesn't ring a bell." 'There's no dwarves in town, after all.' "Yeah, it'd be silly to run a mine with no dwarves."
  • The general store/supply in town, having the most connections to everyone who's now gone missing, has gone batshit insane - figure he's locked himself in the shop, set up traps, and is deep in some storage basement full of crazy. Thinking the PCs find a ledger with most of the pages torn out and burned, with a note he's "started over to try and center my thoughts, after removing the nonsense I wrote before" - this could be a good place to drop plot hints, but cryptic
  • Goblins! The mining dwarves were keeping small tribe of goblins at bay, and now they're gone. Enough of the tribe got devoured that the remainder is scared, confused, and acting in truly strange ways - this I would foreshadow with townie gossip, folk wisdom about goblins that's pure BS to adventurers, but that they're now compelled to act out.

oh no I've hit the character limit, goons help me out

CHaKKaWaKka
Aug 6, 2001

I've chosen my next victim. Cry tears of joy it's not you!

Rick posted:

I'm sorry I feel like I asked this before but I searched and didn't find it.

How easy is Feng Shui 2 to run as a one shot in roll 20- for a group where no one (GM included) has played the game? Is the shot system as difficult to keep track of as it seems? I hope no one needs an up roll because that death system seems hard.

I feel like this is something that a group would get a handle on over the course of 2-3 sessions but it feels like more than a 3 hour session can contain.


I've only ever run it as a campaign in person and not a one shot online, but I think Feng Shui 2 would be pretty easy to run on Roll 20. The shot counter is very intuitive and you can just put a picture of it up on Roll20 and have everyone's character tokens positioned on the correct number for their initiative, then move them as they perform their actions.

Some advice if you do run it: Don't ignore the suggestion to have a list of pre-rolls for mooks, especially if time is a concern. With Roll 20 it would probably be easiest to just roll all of the mook's dice at the same time when their turn comes up. Also, given the setting and all you might expect combat to go pretty quick but Feng Shui 2 is a bit counter intuitive in that regard, damage is based on the difference between the attacker and defender so there's always a bit of calculation needed if the players are not fighting mooks and IIRC chances to hit usually hover around 50%. Also, I would strongly advise against letting someone play the Gambler.

trapstar
Jun 30, 2012

Yo tengo un par de ideas.

admanb posted:

I like that the demon form is basically naked, but she's just kinda standing there like "what?" because there's obviously no one around to seduce. Whereas the human form is dressed... almost normally, but looks like she's actively trying to get your attention

Haha yeah I think they definitely give off different vibes because of the circumstances.

NAME REDACTED
Dec 22, 2010

AmiYumi posted:

pattern screamer

The way I'd do it is as follows.

I'd actually have the party arrive shortly before the pattern screamers are discovered, but have the story start very slightly after.

Firstly, the merchant that the party have been escorting was delivering supplies to the miners as part of an ongoing investment. They arrived in town and got settled in to a local boarding house while the merchant went off to see the progress that was being made. While he was down there, the miners broke through into an ancient sealed ruin, where something had been magically blockaded out of existence. The ruins were originally very clear about 'stay away, nothing of value here, just block this place off and forget about it', but after eons of decay and linguistic drift, the remains were no longer foreboding enough to fend off basic curiosity. One of the miners got too close to the focal point, and triggered a de-existentialisation cascade.

There are two conditions that will trigger someone or something being 'eaten' by this effect: physical proximity, and metaphysical connections. The closer you are to the focal point, and the more connections you have to things that have already ceased to exist, the easier it is for you to be taken. The miners went first - being close to ground zero, and with their main links to the area being each other, they went in rapidly. The merchant followed soon after, which is when the game starts - with the party suddenly realising they aren't sure where they are or why they're there. There's a cart outside full of mining gear, as well as an inventory sheet, and the party's protection contract - with the merchant's name signed and an agreement that they were to be Paid On Arrival. There's also a very distressed and confused girl, who is in the same position as the party but worse - as the merchant's daughter, her only remaining links to reality in the area are the party, but they don't really remember who she is or why they were travelling together - if they leave her alone or stop paying attention to her for too long, she'll cease to exist as well.

As the party explores, trying to find their employer to get paid and/or figure out what's going on, reality starts to slowly crumble into non-existence around them. The party are resistant because they have connections outside the area, (admittedly this would work best for an established party but as long as you aren't throwing level 1s into this you should be able to work around that), but the locals are relatively metaphysically isolated - if the town were to be wiped off the map, it might be months before anyone noticed - and if the party don't stop the cascade, that's what will happen. Minor NPCs stop existing, rooms turn out to be empty of furniture, and the hustle and bustle of the town is slowly muted, replaced by a dull roaring from the direction of the mine.

This turns out to be useful - with the miners and the people who interacted most with them vanishing first, no-one in the town that the PCs ask are able to give them any direction as to where the mine itself actually is, but the longer the threat goes unchecked, the easier it is for the party to find. There might be some confused goblins in and around the camp itself - scouts trying to orient themselves around an existential black hole, the remains of a raiding party that have already ceased to be, or a shaman who's been magically alerted to the metaphysical threat but is not, themselves, prepared to handle this sort of threat on their own. The camp itself is bizarre - the footprint and security perimeter are way larger than would appear to be necessary, because by the time the party get there, most of the structures and materials that were originally there have already been lost. What remains are basically the kitchens (where villagers brought food), the depot (from whence the miners would send out whatever they'd managed to dig up), and the fencing (which the goblins spent so long trying to circumvent), plus a few more empty buildings that might previously have been barracks or warehouses that, one-by-one, disappear the moment the PCs stop looking at them.

As for ways in which the party could deal with this, I can see three main options. Number one: run, and leave the town to its sorry fate. Two, they could attempt to shore up the ritual that was keeping this contained - there'll probably be repair instructions somewhere in the ruins, but whether the party will be able to decipher and follow them is a different matter. Three, they can break the ritual entirely, bring whatever was sealed this way into reality proper, and hope to deal with that on their own terms, but this will probably require sacrificing more things to non-existence to force the target through, and whatever it was was clearly threatening enough that the ancients decided to expel it from existence rather than permanently deal with it themselves - do the party really think they can succeed where an entire civilisation failed before?...


Anyway feel free to use none or any of that as you see fit, it just sparked some fun creative ideas in me.

Mirage
Oct 27, 2000

All is for the best, in this, the best of all possible worlds

AmiYumi posted:

pattern screamer

As the resident Sword World enthusiast, I see this scenario as akin to a Shallow Abyss.

Backstory: The world was once ruled by sorcerer-kings who kept pushing the boundaries of magic. Eventually they learned how to reach other dimensions, which screwed them over when they opened a huge portal called the Abyss and demons started pouring out. They had to use up almost all their magic to contain it. Their empires fell as a result, and the world descended into a dark age for a while.

Remnants of energy from the Abyss disaster still swirl around the continent, sometimes coalescing into Shallow Abysses which slowly grow and consume reality. Anyone who enters a Shallow Abyss vanishes from the real world. At first, the world inside the Abyss seems normal, but the longer people stay, the weirder things get; the land warps, old ruins repair themselves, long-dead people show up, things phase in and out, etc. until there's no way to tell what's real and what's not. If the Shallow Abyss stays active for too long, it'll also start attracting demons from the other dimension. The only way to escape is to "resolve" the Abyss and find the Abyss Core. Touching the Core opens a portal back to the real world and causes the Abyss to begin collapsing. If someone's still in the Abyss when it collapses, they're ejected out of reality altogether. What happens after that is up to the GM.

This scenario doesn't have the "humans dug too deep and brought this on themselves" part of your scenario, but the Lovecraftian hoodoo aspect of it seems pretty on point.

AmiYumi
Oct 10, 2005

I FORGOT TO HAIL KING TORG

NAME REDACTED posted:

*Beautiful ideas*
Thank you, in reading that I’ve realized that I was still plotting this like “hunt a spooky monster” when I should be more focused on a malevolent locus*, less Doctor Who and more haunted house, as it were.

*which I have experience in! One of the last things I ran was a L5R adventure that went to The Shadowlands, and my players loved the (stolen) quote “the land itself hates you - yes, you personally

The goblin shaman has also given me another idea - after the first encounter or two with unnatural and crazed goblins, they get approached by The Shaman, who is totally unaffected and a potential source of information, because his supernaturally reinforced True Name is hidden away on another plane and can’t be consumed that easily. Writing dialogue for him is gonna be a motherfucker, though.

also what a fantastic username for that post

Mirage posted:

Sword World!
This scenario doesn't have the "humans dug too deep and brought this on themselves" part of your scenario, but the Lovecraftian hoodoo aspect of it seems pretty on point.
Don’t be down on yourself, this is good ideas too - what kicked all this off? There iswas a core down there in the ruins, a massive gem that crystalized around the seal like a pearl, that’s now in a thousand pieces on the floor.

AmiYumi
Oct 10, 2005

I FORGOT TO HAIL KING TORG

Mirage posted:

Shallow Abyss
Upon further reflection, I think I'm gonna take more from your post than I originally was: the closer you get to the source of the effect, the more metaphorical the things that have ceased to exist become. Space. Time. Instead of scrapping my "store manager gone crazy" plot with the new timeline, I can use it deeper in; a thief, bandit, or other shady figure(s) from outside town - the PCs were guards for a reason, after all - had the bad luck to sneak in at just the wrong moment, and has (subjectively) been stuck there for months, years, living off bugs and goblins and the concepts of "hunger" and "thirst" only existing some of the time. He's got plenty of connections outside of town, just like the PCs, and will be a paranoid thorn in the party's investigation as he stalks them through the tunnels and sets off traps.

Nehru the Damaja
May 20, 2005

My group has need of a short-term stopgap game to run a few sessions. Anyone know of good free modules for Call of Cthulhu (7e) or Over the Edge (3e)? My improv is burning out in this game we're about to end.

Morpheus
Apr 18, 2008

My favourite little monsters

trapstar posted:

Figured I'd post this here as a GM resource but I got the human form and demon form of a succubus commissioned. In case any of you need succubus art in both those forms.



Who's the artist for these? I quite like that style

trapstar
Jun 30, 2012

Yo tengo un par de ideas.

Morpheus posted:

Who's the artist for these? I quite like that style

They are an art studio known as Kartstudio. Here is a link to their deviantart: https://www.deviantart.com/kartstudiodigi

Here are also some other commissions I’ve had done by them.

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



Maybe a reach but does anyone know of any transcription bots for Discord that could make a decent transcript of a call? We're currently doing audio recordings, but a transcript would also be helpful. Our current game is incredibly social + investigation heavy, so a transcript would be very helpful for filling out player notes.

Lamuella
Jun 26, 2003

It's like goldy or bronzy, but made of iron.


Verisimilidude posted:

Maybe a reach but does anyone know of any transcription bots for Discord that could make a decent transcript of a call? We're currently doing audio recordings, but a transcript would also be helpful. Our current game is incredibly social + investigation heavy, so a transcript would be very helpful for filling out player notes.

I've been told that Scripty is good but haven't used it much myself https://scripty.org/

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



How do people feel about the concept of "never split the party"?

I've seen a lot of players refuse to split the party for purely meta reasons, even in settings of relative safety and security. It seems some players have it in mind that TTRPGs, being collaborative games, must by necessity have all players present in all scenes, and that splitting the party at any moment is suboptimal play. Some people say this is to keep everyone engaged in the game, but if a particular scene doesn't interest a particular character, they may be physically present in the moment, but that doesn't mean they're participating or engaged.

I personally try to give players opportunities to split up fairly frequently. I don't mind running multiple small groups in a single session, assuming they're all working towards the same goal in some capacity. I tend to split time between everyone, going 10-20 minutes at a time from one group to the next. I'm grateful to have players who are interested in what everyone else is up to, and don't get frustrated when the spotlight isn't on them.

I don't force my players to split up, but I'll have multiple events occurring simultaneously in different locations, so players can choose to stay together if they want, but will miss out on some opportunities if they do so.

change my name
Aug 27, 2007

Legends die but anime is forever.

RIP The Lost Otakus.

Verisimilidude posted:

How do people feel about the concept of "never split the party"?

I've seen a lot of players refuse to split the party for purely meta reasons, even in settings of relative safety and security. It seems some players have it in mind that TTRPGs, being collaborative games, must by necessity have all players present in all scenes, and that splitting the party at any moment is suboptimal play. Some people say this is to keep everyone engaged in the game, but if a particular scene doesn't interest a particular character, they may be physically present in the moment, but that doesn't mean they're participating or engaged.

I personally try to give players opportunities to split up fairly frequently. I don't mind running multiple small groups in a single session, assuming they're all working towards the same goal in some capacity. I tend to split time between everyone, going 10-20 minutes at a time from one group to the next. I'm grateful to have players who are interested in what everyone else is up to, and don't get frustrated when the spotlight isn't on them.

I don't force my players to split up, but I'll have multiple events occurring simultaneously in different locations, so players can choose to stay together if they want, but will miss out on some opportunities if they do so.

I let my players split up if they want but try to balance the narrative time so people don't get bored not being in a scene (the absolute worst time this happened is when the party was fighting an elder brain dragon, and the wizard hosed off to explore the rest of the fortress to look for help)

Jack B Nimble
Dec 25, 2007


Soiled Meat
I and three or four players once arrived at a game in witch we expected to explore a place. We found the place a ruin, the site of some recent mayhem. We spent maybe ten minutes IRL exploring the aftermath of some event. Then, we reached a vantage point and saw two other party members engage in some climax in the distance with a number of NPCs.

You see, we all had some Between Game Points to spend, and those two chose to scout the dungeon. And the GM just kund like of...let them play the whole adventure, themselves, before the session, because "I let me players do whatever they want".

At no point did the GM say "woah, hey, let's not split the party".

I'm still disgusted thinking about and I think that guy's a terrible GM and frankly, gently caress him.

Anyway, it can be OK if absolutely everyone is onboard but never talk to the splitter about it, talk to the splittee.

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



Jack B Nimble posted:

I and three or four players once arrived at a game in witch we expected to explore a place. We found the place a ruin, the site of some recent mayhem. We spent maybe ten minutes IRL exploring the aftermath of some event. Then, we reached a vantage point and saw two other party members engage in some climax in the distance with a number of NPCs.

You see, we all had some Between Game Points to spend, and those two chose to scout the dungeon. And the GM just kund like of...let them play the whole adventure, themselves, before the session, because "I let me players do whatever they want".

At no point did the GM say "woah, hey, let's not split the party".

I'm still disgusted thinking about and I think that guy's a terrible GM and frankly, gently caress him.

Anyway, it can be OK if absolutely everyone is onboard but never talk to the splitter about it, talk to the splittee.

Yeah, that's bullshit. The players also need to be aware of the fun everyone else is having at the table, and the DM has to make sure that if the players are splitting up, there are interesting things for those smaller groups to do.

Azathoth
Apr 3, 2001

I think it's bad for overall table fun and engagement but I'm not going to tell my players no if they really want.

My experience with it is that it creates a GM dilemma where I have to bounce back and forth frequently to keep everyone at the table engaged but doing that means halting narrative momentum on whatever is happening for each set of players as I do. That is, if I have one group getting into some good poo poo, either combat or RP and having a blast with it, I have to then tell them that's over and they need to sit on their hands while I work out whatever the other group is doing. If I'm on the ball, I can get those two threads to crash together in a satisfying way, but there's a real risk that one group will just end up loving about aimlessly while the other group is champing at the bit to get back to the cool thing they got into.

It can be super awesome when it comes together, but if I don't have a separation/reunion set of interlocking paths prepped then it's putting a bunch of addition stress on me to whip that up on the fly. I'm not necessarily against that but depending on the situation, I'm likely to have an OOC conversation asking them what they think they're going to achieve splitting up.

And mechanically, I have already tuned all these encounters for the full party and now I either need to retune them for half parties or tell my table they are gonna have significantly more deadly encounters because they decided to Scooby Doo it.

For those reasons, I'm never going to have a story beat where the split happens against their will and I'm going to question why they think splitting up in a dangerous environment is a good (or in character) idea, and I'll roll with it if they really want, but in general no parallel stories in a single session.

Colonel Cool
Dec 24, 2006

I think groups being unwilling to split the party is a pretty big warning sign that it's probably not going to be a game that I'm very interested in. I value the feel that the characters are real people inhabiting a real fictional world quite a bit, and that's ruined pretty hard when in practice they're a band of co-dependent weirdos roaming around everywhere together like they're all joined at the hip.

Though this obviously depends on game premise and current situation too. Not splitting up when you're all in the middle of a deadly dungeon together is probably fine, not splitting up and having your own scenes being real people when you're back in town probably isn't.

Panzeh
Nov 27, 2006

"..The high ground"
I think it's fine to have players spit the party for tactical reasons- or for small scale downtime things, but for example, anything big, i want everyone together for. I actually think there's a lot of potential in situations where the party's split up, but not for more than a little bit.

Reveilled
Apr 19, 2007

Take up your rifles
I need a sense check on whether something would be a bad idea.

My players are in the Nine Hells, and need a macguffin to progress the adventure they're on. There's several ways to get that macguffin, but the PCs know that an NPC they've interacted with before has one. The problem is, the last time the PCs needed something from this NPC, they very rashly decided to threaten violence when the NPC demanded payment, which led to the NPC completely wiping the floor with them and forcing them to run away. The players are planning to go back for round 2. At the time, the NPC was making plans to leave the plane for Elysium, so I kind of have to decide if the PCs following the NPC to Elysium is even possible. I could just say "He's gone, and you don't have a tuning fork to follow him" but that seems a little anticlimactic so my gut says the PCs should be able to follow him.

Of course, Elysium doesn't take kindly to acts of evil, and it's hard for me to see the PCs intent to steal the macguffin (and potentially hurt or kill people to achieve that) as anything other than an act of evil. So I'm roughly planning an encounter in Elysium which is going to serve as a sort of reality check. Looking over my planescape stuff, I found that there's a bridge in Elysium which is guarded by an Asura who questions those crossing on the reason for their journey. I'm somewhat expecting this to result in the Asura pointing out that this is a pretty hosed up thing to do, potentially resulting in the PCs abandoning the endeavour.

However it does also occur to me that if I were to ask the players out of character to think through the moral implications of this plan they will almost certainly abandon it for the same reason, but I'm unsure whether I should put my thumb on the scales like that--getting tempted into doing evil because it was the easy way and you couldn't see the trees for the forest is kind of the point of a place like Avernus.

Ultimately I don't mind if the players decide to go through with it, but I do kind of want them to be cognizant of what they're actually doing, and I'm in two minds about whether that reality check should be me to the players (Would your characters actually do this?) or NPC to the PCs (You want to do what to this person?).

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Verisimilidude posted:

How do people feel about the concept of "never split the party"?

It’s almost always a mechanics first decision, based in games where players simply can’t fudge solutions without the specific solutioneer.

Splitting the party is awesome, it almost certainly happens in every show you watch with more than one protagonist, and the reasons are simple. People act differently alone than they do in groups. People do things in duos that they would never do in a group of five.

The following things are extremely hard to do if you never split the party:
— romance / rivalry (either sneaking off for relationship reasons or two people forced to work together)
— betrayal or temptation of betrayal (hard to have a mob boss or ancient evil persuade you if you’re in front of four other people)
— dramatic revelation and cliffhangers (you can’t cut to something else if everyone is in the same room).

The caveat is that combat, in almost every system, causes more rolls and takes more time than social or puzzle stuff. If you can’t run it super efficiently, you should do your damndest to reunite your party before combat.

CHaKKaWaKka
Aug 6, 2001

I've chosen my next victim. Cry tears of joy it's not you!

Reveilled posted:

I need a sense check on whether something would be a bad idea.

My players are all stoners who think 0 steps ahead so there's been many times where they've come up with plans that would have lead to their death or disappointment. I like to talk to my players about their plan and give them a sneak peak of the challenges they're likely to face as if they were planning a heist and going through the different security systems. Something like:

Alright, you'll be going into Elysium, the plane of good. There's a few things you'll need to worry about : First, there's the Elysian TSA. Then, actually find the guy with the thing you're looking for. Finally, get the macguffin from him without triggering the plane's evil-sensing alarms.

The players can decide on their own if they are equipped to go through with the plan. Maybe they plan it our properly and even come up with a solution that doesn't involve them committing an evil act and that's an even better outcome.

Colonel Cool
Dec 24, 2006

Reveilled posted:

Ultimately I don't mind if the players decide to go through with it, but I do kind of want them to be cognizant of what they're actually doing, and I'm in two minds about whether that reality check should be me to the players (Would your characters actually do this?) or NPC to the PCs (You want to do what to this person?).

What are the characters? I'd let a party of bumbling murderhobos hype each other up all they want. But if there's loyal servants of the righteous god of good and justice in the party then a gentle aside to them might be fair.

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
I really like to reality-check PCs not through the people who oppose their plan but through the people who support it.

So, say, maybe they can't easily get hold of a tuning fork to get into Elysium, but there's a demonic fixer who they know has one. When she finds out what their plan is, she doesn't just hand over the tuning fork without charge, she tells them how that accursed do-gooder has been a thorn in her side for a while and if they promise not just to kill him but trap his soul in a magic item he'll provide, she'll lend them some disposable demonic muscle to run interference on any defences Elysium might have against the evil deeds they're plotting.

Reveilled
Apr 19, 2007

Take up your rifles

Colonel Cool posted:

What are the characters? I'd let a party of bumbling murderhobos hype each other up all they want. But if there's loyal servants of the righteous god of good and justice in the party then a gentle aside to them might be fair.

We have a Nerdy Monk, a Cleric of the Red Knight, a hosed up sorcerer who sold his soul (but has managed to get the contract voided), an amnesiac angel who is ostensibly good but has technically forgotten that she disobeyed her god to lead a bunch of mortals into the Blood War, and a Warlock who is the close confidante and loyal servant of the archduchess who has replaced Mephisopheles in my campaigns. The angel, monk and cleric all think of themselves as good, the sorcerer was previously an extremely selfish and mercenary individual and is struggling with his cowardly, selfish nature and attempting to get back on the right path, and the Warlock is the only actually Evil party member. The angelic character is the only one who I'd say is really acting fully against their own characterisation, but I'm also slightly hesitant to give her specifically the nudge because she's the quietest member of the group and I don't want to put her on the spot of having to convince the entire party that their intent is villainous. The Monk and Cleric have both been gradually trending murderhobo since they got to Avernus but, man, that's Avernus right? When they started out they were the small fish, now they're much higher level, they're the big fish, and slowly they're losing their compassion as they gain the power to just take what they want.

This is part of why I like the idea of tagging them on this in Elysium, rather than before, the idea being that while you're in Avernus this plan just makes so much sense, this guy basically killed the players, they're just evening the score right? This guy's done some bad things in service of his goal, that makes it OK to steal from him, right? And it's to save the lives of thousands of people, so the ends justify the means, right? And then everyone in Elysium immediately understands the plan as theft plus possibly murder and reacts appropriately.


Whybird posted:

I really like to reality-check PCs not through the people who oppose their plan but through the people who support it.

So, say, maybe they can't easily get hold of a tuning fork to get into Elysium, but there's a demonic fixer who they know has one. When she finds out what their plan is, she doesn't just hand over the tuning fork without charge, she tells them how that accursed do-gooder has been a thorn in her side for a while and if they promise not just to kill him but trap his soul in a magic item he'll provide, she'll lend them some disposable demonic muscle to run interference on any defences Elysium might have against the evil deeds they're plotting.

This I think I might do though, as a sort of last red flag before leaving Avernus. They're technically deputised by a devil to hunt down a list of people of which this guy is one, so she's got a real incentive to help the party even though she and the party hate each others guts, so this NPC being all in on the plan might cause them to step back and reassess, and it makes sense she'd have access to tuning forks (or maybe more likely, a portal key).

Kung Food
Dec 11, 2006

PORN WIZARD
I need some help

My plan for next session is to have the party look for a specific book in a creepy library. The problem is that the library's reference system was created by a mad wizard who hated its patrons so he made it as hard to use as possible. I thought this would make a great puzzle, but I really have no experience with puzzle creation. Anyone know of anything pre-made that could fit the scenario?

BlackIronHeart
Aug 2, 2004

PROCEED
Firstly, do your players actually enjoy puzzles?

Secondly, the best way to do investigation stuff isn't to make the players roll to find the thing or figure out the puzzle but to see how long it takes before they're successful. The way I'd do this sort of thing is to come up with some events that will happen that the players will need to confront. Maybe tailor them to the strengths and weaknesses of their characters. Then once they get into the library you have them do the 'Figure it out' roll to determine how much time they're going to spend loving around in the library and have X number of events take place based on that. They find the book once your events are exhausted and they have some time after the last event to look through the stacks.

foutre
Sep 4, 2011

:toot: RIP ZEEZ :toot:
I'm planning on running a 5e one-shot for some friends soon, and wanted some advice on good module options - and honestly DMing in general (I haven't DM'd since high school, and definitely want something with some solid premade resources). It's a mix of a couple players who've played a lot, to some folks completely new to D&D/tabletop RPGs.

A friend suggested taking one chapter from Waterdeep: Dragon Heist, up until they get their own tavern.

Do y'all have any other module/adventure suggestions, or general tips? I think one plus of the heist is that it could expand into a longer game, but I also want to balance that with making it a satisfying, self-contained story.

I was planning on just prepping some cheatsheets, and a few little props like maps, "potions", etc., as well as some pre-made character options for the people who are new to the game.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

foutre posted:

I'm planning on running a 5e one-shot for some friends soon, and wanted some advice on good module options - and honestly DMing in general (I haven't DM'd since high school, and definitely want something with some solid premade resources). It's a mix of a couple players who've played a lot, to some folks completely new to D&D/tabletop RPGs.

A friend suggested taking one chapter from Waterdeep: Dragon Heist, up until they get their own tavern.

Do y'all have any other module/adventure suggestions, or general tips? I think one plus of the heist is that it could expand into a longer game, but I also want to balance that with making it a satisfying, self-contained story.

I was planning on just prepping some cheatsheets, and a few little props like maps, "potions", etc., as well as some pre-made character options for the people who are new to the game.

https://thealexandrian.net/wordpress/41217/roleplaying-games/dragon-heist-remix-part-1-the-villains On how to improve DH a ton.

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trapstar
Jun 30, 2012

Yo tengo un par de ideas.

Verisimilidude posted:

How do people feel about the concept of "never split the party"?

I've seen a lot of players refuse to split the party for purely meta reasons, even in settings of relative safety and security. It seems some players have it in mind that TTRPGs, being collaborative games, must by necessity have all players present in all scenes, and that splitting the party at any moment is suboptimal play. Some people say this is to keep everyone engaged in the game, but if a particular scene doesn't interest a particular character, they may be physically present in the moment, but that doesn't mean they're participating or engaged.

I personally try to give players opportunities to split up fairly frequently. I don't mind running multiple small groups in a single session, assuming they're all working towards the same goal in some capacity. I tend to split time between everyone, going 10-20 minutes at a time from one group to the next. I'm grateful to have players who are interested in what everyone else is up to, and don't get frustrated when the spotlight isn't on them.

I don't force my players to split up, but I'll have multiple events occurring simultaneously in different locations, so players can choose to stay together if they want, but will miss out on some opportunities if they do so.

Generally it's a bad idea for players to split the party unless you have a very forgiving DM combat-wise.

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