Another Himedere checking in. I love setting up situations where the players and/or the characters squirm in anguish about what to do.
My favorite so far was an estranged princess living as a man and hostel owner. He had turned his back on the throne and wanted little to do with it. As a bonus he was the only child of the king’s only remaining child. Fast forward a bit and he needed a (legal) favor from the king. Went to court and met with his grandfather. The king would do it, no strings attached if a) he returned to court and resumed his duties as prince and b) sired an heir.
There were a good thirty minutes of the players anguishing if he should accept while going deep into character motivations and the setting. During that game I don’t think I did as much concrete worldbuildning as during those thirty minutes. I loved it, the players loved it. Great time.
As long as the Russian bear is around to scare the west and occupy our mibds the Chinese dragon is at much more liberty to do whatever they want.
Love the addition of “again”.
I mean if you don’t want your yacht sunk then don’t sail it where orcas sink yachts. Sorry but actually not sorry for the casual victimblaming.
So many. And the answer to all “why nots?”. Time. It’s time. So off the top of my head
Eat the Reich - “The year is 1943. You are a team of crack vampire commandos with one mission: drink all of Hitler’s blood”
Conan 2d20
Legend of the Five rings (5e)
Stoneburner - Deep Rock Galactic the TTRPG
Vaesen - Call of Cthulhu but rooted in nordic mythology
Heart the City Beneath - an award-winning complete tabletop roleplaying game about delving into a nightmare undercity that will give you everything you’ve ever dreamed of – or kill you in the process.
Cat is grumpy because someone stole its humans
The more abstract the map is the more of a support for TotM it becomes. I selfom do a map, rather a flowchart. Quicker, easier and knocks out the last desire to measure things.
This brings us back to zones, a good middle ground. Draw rough map, or great map, and on it mark intresting combat zones. Some are separated with emptiness, others by obstacles.
For example a tavern brawl. Zones could be the Bar, Kitchen, Common Room, Balconies, Private Rooms, Out Front and Out Back.
Fighting on the Balconies could be tight, only one in width and with the risk of being thrown off it into the Commonroom. In the Kitchen there would be fire hazards, improvized weapons, knifes and the Stew. Not to forget other ways to spice things up in there. Around the Bar there would be some cover fighting someone on the other side, bottles to be broken and combatants to glide alond the bar for maximum mental damage.
And so on. Make each zone memorable and with special features. Did I mention drawing it out really helps?
No grid only effect templates. Freeform battlemapping y’all!
And rulers.
Depends on the system. Classical fantasy adventuring? Most if not all sessions. Adventure and Sword&Sorcery? Sometimes, half perhaps. Character drama? Very seldom.
I look at how the system spends its page budget and use that as a guideline. If there is a chapter for combat, one for harm and recovery and one for combat magic then the system wants me to focus on those parts. Also I look at how the players/characters are rewarded and try to have each session hit several of those criteria. So if the only (reliable, non gm-fiat) way to earn rewards if through combat then you bet your sweet ass there will combats each session.
It would silence as many screams as hands you are loosing pulling items from it. Which is zero.
Something that is also helpful in this situation is to ask what their Intent is with their action. The why they want to do it. Often striking up that conversation looses some blocks.
D&D is hard. Sure the core of it is straight forward but then things start to add up. It is a game that wants you to care about minutia. How far travelled, distance between two points, the height of dungeons ceilings, how long passed since that spell was cast, how much you ate yesterday. And it wants you to arbitrate spell interactions, players weird schemes and prepare a lot of stuff. Also it wants you to actually run the narrative. Some love this difficulty, find the intricacies challenging and desire to master it all.
The good news is that the behemoth of D&D isn’t alone out there. Really lots of good stuff can be found. First problem is knowing what one want to find. Second is finding others that have similar taste to you. But it is doable and a good thing to do is ask for help. Because if it is something we like here it is to talk about ttrpgs. Getting us to shut up… better ask santa for a dragon.
If the DM asks you you really want to do something look at their expression and do it anyway.
If you want to do something really stupid, crazy or narrativly disruptive look towards your fellow players to get their consent. Then do it.
The time to argue technicalities is outside of sessions to not waste precious gametime. Do it during sessions only if you are into that weird shit.
The best way to get to use new character options is through DM bribes. In this case a sourcebook is recommended.
If you help clean up afterwards you may get inspiration.
But then do really need the d8? If we toss that in the bin we can go to the universal d60. This one dice will allow us to get
d2 (even/odd)
d3 (d60/20)
d4 (d60/15)
d5 (d60/12)
d6 (d60/10)
d10 (d60/6)
and d12, d15, d20, d30
Base 60 is cool yo!
D8? D20/5 x d20/10
Am I missing something here? Can this even generate 5 or 7?
D20/5 gives [1…4] and D20/10 [1…2], of course assuming whole numbers. Where to get the factors for 5? 5 can be factored only as 5x1 or 1x5 and the 5 cannot be found either in d20/5 or d20/10. Same is true for 7.
And I don’t see it happening either if we allow rational numbers. To get 5 we would get the following expressions
5= d120/5 x d220/10 = d120 x d220/50
or
250= d120 x d220
And two d20 multiplied together cannot give us 250.
Math baby?
Got some tips for you
0 - Don’t expect to get an awesome group on the first try, may take a while as you gather up people you want to play with.
1 - Look for communities, especially if they run shorter or west marches style games. Not necessarily join with the intent to run games, but play. Get to know folks and then extend invites to them for game.
2 - Run a few shorter games of limited length. 3-5 session long I find to be awesome to get something done. Some may be awful but you only have to stand them for a few games.
3 - Questionnaire where you discreetly bring up your red flags and feel the waters around them. For example I always mention that safety tools will be used and if they want a specific tool used I’ll happily do that for them. If I get replies they don’t need safety tools or disparage them in some way that would for me be a red flag.
4 - Don’t be afraid to disband groups or kick out folks. It is not a failure.
Larger and/or gamey games 1€/h. Here I put games such as the Tomb Raiders, cRPGs etc.
Narrative experiences 5€/h. Stray Gods and other high quality intense experiences. Often short and with limited replayability. Like seeing a movie a second time.
I love the “happy backstory” characters and love GMing for them. Having an auntie the next village over is just wonderfully quaint. A couple of siblings whose mess has to be cleaned up. Cousins that have to be bailed out of trouble. That is just the low stakes. Turn up the heat a little and put some conflicting interests in the mix and you have a recipe for character drama.
And then there are all the larger and societal issues that become personal. Those affected by the situation are those that matter for the pc. While out killing goblins the bank took the farm. Auntie with an anarcho-syndicalist streak is accused of witchcraft.
Or mr edgy edgelord number fifteen who cares about nothing and none. My taste is clear - homebaked apple pie and an afternoon in the hammock.
Shawn Tomkin’s Ironsworn series. Delve I regularly use for setting up point crawls. Ironsworn/Starforged/Sundered Isles have great collections of random tables, I use the book thematically most fitting for the situation at hand. The core tables of Action, Theme, Descriptor and Focus all get heavy use.
Kevin Crawford’s [SOMETHING] Without Number series have awesome tables as well. These however get more use when I need more detail. Prep stuff. Again most thematic book is picked first but I do have used Cites (cyberpunk) for fantasy cities.
When I want to create background for “medieval fantasy” characters I pick up Burning Wheel and burn something up. Through that I get a good selection of relevant skills to sue (for flavor)
Anything related to cosmos and mythology I say HELLO! to my growing collection of Glorantha material. From cult books to magic tomes and Atlases.