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Joined 2 years ago
Cake day: July 20th, 2023

  • I don’t mind it being deep, just don’t fill it with your actions and deeds. A big part of fun for TTRPGs is ‘play away from the table’, which for the players is typically making art, backstory or builds for current or future characters. Most long backstories I read don’t invalidate a level 1 character but mostly explore values, just as my real life story could be as deep as I choose to write it and I’d not even have the skills to be level 1.

    My suggestion is:

    • Get people together for a session 0. Only pitch the campaign and tone then, if not construct it collaboratively too.

    • Hand out pieces of paper or card face down, have each player take 1, and ensure there is one between each player. These cards say Love, ally, rival, or enemy.

    • Explain that players should make an NPC for their backstory that matches this word, and should make a shared NPC with the person next to them based on the card between them.

    • Now let them take another card of their choice. They can either make another NPC with this, or use it to make the relationship to one of their shared NPCs asymmetrical.

    • They can design their NPCs and backstory now or before session 1, up to them.

    Finally, explore what the players can choose to do to contribute between sessions to the game. If they don’t do anything, that’s fine, but they should have a way to meaningful contribute to something. Typically I encourage world building and cultural lore, such as unique foods and why that has a thematic resonance.

    This is hard to structure, I had a player who was a former forever DM, who played a knowledgeable librarian in a former monster hunter guild. I asked her to make some monster statblocks, as she’d know them inside and out in character.

    My advice to players:

    Make your backstory show that your character has done no huge deeds yet, and most importantly, have everything that matters in it revolve around NPCs. Not just is this the best drama, but NPCs can move, join factions, be redeemed, betray you, die and everything else.

    • That cost halfling village you design that perfectly exemplifies your character, but will never be seen in this urban campaign halfway across the continent? Make the most important part of it the mayor’s daughter who happens to be your childhood friend.

    • The strange necklace that made you stronger but more angry when you wore it? The final time you saw it was when your brother stormed out of your co-owned business after a bitter argument.

    • The lord who helped you smuggle your liquor into the city? That’s the same lord that wrongfully imprisoned the player character next to you.

    One of my favourite scenes from a campaign came when a player, after spending a session getting the chance to meet with a resistance leader, turned to the others and said “this is my ex-wife”. That whole dynamic was interesting too, as both had come from a warrior culture and initially parted due to neither being the “strong warrior”, now both trying to fight against that same faction a decade later.

    My all time favourite NPC was a talented tailor in an urban campaign, who owed one player character a favour and was generally fond of them all. Nothing like the party having a go to guy for fancy or silly outfit amendments.


  • Purple: Magic??

    Green: Life/death??

    Red: Life/fire??

    Blue: Magic/cold??

    Honestly the only colour I don’t feel uncertain about is orange, that’s always bad.

    Also on the topic of health potions, a great piece of advice I once heard was that if your players are in a foreign land, remove health potions. Give them health biscuits and watch them reconcile with God.



  • Green flame blade is a great horde killing spell while still feeling cool. IMO everyone picks booming blade because it’s more useful against single targets, which is more fun against a larger range of enemies, from bosses to your equals, plus thunder is rarely resisted compared to fire.

    Some people implement minion rules where overflowing damage from killing a weak enemy flows on to the adjacent enemy, which of course is simplified and incorporated into green flame blade. One of the hardest things to capture in the standard D&D rules is that in fantasy, the warrior (Aragorn, Holga, Achilles) typically cuts down hundreds of mooks while the mage battles the giant powerful monster who cannot be defeated by a sword (Gandalf Vs Balrog). In D&D, either it’s totally inversed or the mage is better at both, largely because spells like fireball suit both situations better.

    Green flame blade is a very easy option to balance this scale, albeit via magic.


  • If you get around to Microscope and enjoy it, it recommend both The Quiet Year and For the Queen.

    When I played Microscope, I found that the game was a little too unconstrained and it was very hard to keep things from becoming totally silly, then in the close up scenes, everyone would basically want to default to playing a super rules-light generic TTRPG, and two or three of those scenes would dominate the session. I feel that it may get better with frequent play, but that’s not really what it’s designed for. Ben Robbins, the creator is a very talented game designer and is also famous for the West Marches style of D&D play, and has made numerous GMless TTRPGs since, and I’ve only ever heard great things about them.

    The Quiet Year is a game with a more constrained setting, that basically uses a map you fill in as you please and a bunch of prompts tied to playing cards to play out the 4 seasons of a small settlement moving from it’s founding to a final point where either the settlement is implied to die out, or is a fantastic springboard for a traditional TTRPG to take over. There are plenty of hacks online that move the tone from a post apocalypse feeling survival focused game to basically anything that charts a settlement for a year, including one by the creators called The deep forest which I understand to be a decolonising focused and a bit more cottagecore / cottagecore. I preferred this to Microscope mostly because of the fact that it’s prompts constrain the tone from becoming all out silly.

    Finally For the Queen has been one of the best games I’ve ever discovered. I’ve played the first edition but there is a second created by the same creator, Alex Roberts, produced by Critical Role’s Darrington Press. If you’re Critical Role averse for some reason, the first edition was not tied to them at all. This game is by far the easiest to teach new players, and is the first game I’d bring to play with absolute TTRPG newbies. In my opinion it generates the best story, although rather than being solely worldbuilding, it places a primary interest on your characters and relationships to a queen figure. I find that despite this, the world’s that comes out of it are far more evocative and exciting to develop than other GMless TTRPGs, and a large part of that is the hard to hack reality that it’s just got good prompts. Despite that it’s got the most hacks of the original of anything here, as the original game is so streamlined and well playtested, which really shows while playing it.


  • I think modern TTRPGS in general steer towards things like temporary summons because of how it lets the players actually use them in combat. Nobody wants to play the necromancer who is suddenly just some guy because there are no corpses available where the battle kicks off.

    I have an enormous soft spot for narratively putting in the legwork to assemble your undead hordes, and when I’m the GM, I’m always keen to set up good moments for the necromancer to build an army, but it’s so easy for that to set up a situation where a player doesn’t get to actually use their features. Making them temporary summons from nowhere in particular is the easiest fix.


  • I had a similar experience in my 5e game, no real combat but basically the intrigued that drove the game got tenfold more complex and was revealed to involve each member of the party in a varying but believable way.

    Seperatly, I also played Alice is Missing the month before and it lived up to the hype I wanted, but it’s very up.my street. What I seek in an RPG is being able to move between being immersed enough to feel what my character feels when I want it, but when I don’t, be able to act as my own drama maker for later. AiM absolutely delivered that for me. It also didn’t need magic or tech to deliver any agency which is a big plus to me.


  • Also the toxicity that is implied to exist by this post is pretty rare really. Even back when I was using Reddit, toxicity generally sank to the bottom of comment sections, and even more so here. When I got into D&D close to the beginning of 5e, some online voices on YouTube for example carried this toxicity but nowadays, most voices are far newer and friendly.

    In general, most people are more interested in what happens at their table instead of all tables, and the rules are just guidelines to aid that.





  • There’s a book called Tabletop Role-playing Therapy: A Guide for the Clinician Game Master by Dr Megan A. Connel that’s a really standout resource about this, she appeared on the official D&D podcast a year or so ago talking about it.

    I’d say that this is more a resource for therapists to use TTRPGs than it is for DMs to act as therapists for their players. There’s a fine line between accommodating your players’ preferences and needs and providing unwanted therapy; if you want to actually put any therapy techniques into your game, ask your players approval first.


  • This is also probably off topic because I can’t load the YouTube video.

    I was talking about the second Dune film a little while back and saying how much I enjoy a well realised world that doesn’t try to convey itself by comparing itself to ours. I get the same feeling watching Dune and Lord of the Rings as I do when I watch a film from a culture I’m not familiar with; a sense of needing to adjust to their way of storytelling.

    Pairing this with what you mention which is basically extra subtle show don’t tell, and you end up with something I absolutely adore, which is a story in a fully realised culture I know nothing about, that understands that the bare minimum amount of that culture I need to understand to fully enjoy the story can be the best amount to have.

    I was going to say how rare this is but thinking about it, it actually isn’t. Tolkien’s cosmology is fully realised and vast yet I learnt basically no fluff about the world that wasn’t necessary to the story. Sometimes I just had to make peace with the fact that I didn’t understand the cultural context, I could only measure it’s importance in the attitude of the characters.

    That’s the shit I love.




  • I suppose they’re all sent to the end of time, in a point that you’re unlikely to get to naturally.

    Having all creatures thrown forward in time to the end of the current month would see a lot more use than the end of time.


  • I’ve read quite a few anecdotes and quotes about Gygax’s misogyny before but I agree with you, I don’t think there is nearly enough information I these gods to extrapolate that it’ embodies all powerful masculine forces as good and all feminine as evil, especially as the article mentions how this perpetuates pre-existing coomo themes in story and myth. Everything we know about Gygax would say he’d lift from myths with sexist themes without adjusting that, rather than add them with intention.

    Do do think there is myriad evidence that Gygax believed femininity to be inherently inferior, but that’s different from evil. It’s still stupid and worth highlighting but by excessively demonising him to the point of nearly making things up, it’s just fuel for people to dismiss the valid points.


  • A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

    Maybe I’m misunderstanding something and the phrasing isn’t perfect but I’d say the combination of saying that the advantage is caused by the light and the advantage lasting to the end of your next turn would mean that the light also lasts until the end of your next turn?


  • I agree completely that it’s inconsequential, one issue with the arguement about creative characters is that people often blend being unique with being compelling. A compelling character is where it’s inconsequential what choices you make.

    That said, I think players who aren’t aware of the tropes PC’s often fall into may end up playing “the straight man” to the group, who is comparatively very plain. Players who have played for longer may feel that this is similar to PCs they’ve seen before. But even then, it doesn’t really matter as this PC trope shines in contrast to the rest of the party and that rarely changes.

    Unrelated but I wanna say how proud I was of my Baldurs Gate3 character. I felt that your TAV in that game was quite plain and generic no matter what you chose, so played as a human fighter called John Baldurgate who was the most generic character possible and had a blast.