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Joined 2 years ago
Cake day: July 26th, 2023

  • I wanted it to be “explore the cursed island full of monsters and traps”, and one of the players just wanted to open a restaurant. No. Bad.

    Respectfully, that player is an ass.

    A game about opening a restaurant sounds really fun. Playing a character like that in a different kind of game ain’t the time or place though.

    I just started running a game of Broken Compass, and I truly am blessed to have my group, because they’re great, but we still all built characters together as part of session zero so I could make sure they all fit the theme of the story I’m trying to have them inhabit.


  • Lean into it. Engage wih the mechanics and the theme of the game.

    Don’t have a huge backstory laid out, because it’s fun to be able to make stuff up in the moment without it having to be a huge retcon.

    Know what everything on your sheet does.


  • I mean, I think “very” in the title is a stretch. It’s Pathfinder 2e’s feat-centric system but without multiclass restrictions. Which is fine, but Wildsea did it better and doesn’t encumber you with levels (though I have problems with its advancement system).

    Very much a “Wow, Brandon Sanderson. I guess I hadn’t ever thought about leveling in that specific way before.” moment. Nothing really revolutionary unless you locked yourself in the D&D dungeon already.


  • Respectfully, the “just schedule it when people are good” is the quickest way to a game dissolving because no one’s times work for anyone else. If it’s managed to work for you, incredible, you are very lucky, but that’s such bad general group advice. The key to groups staying together long term is picking a day and being consistent with it.