sirblastalot @ sirblastalot @ttrpg.network Posts 4Comments 245Joined 2 yr. ago
The Warlocks were all Pact of the Fey all along.
"The town guard arrive, but they are startled by an acorn falling and shoot you 27 times."
I'm saving that for a "journey to the new world" campaign at some point in the future.
I vaguely aim for 1 combat encounter and one social or puzzle per session, but it mostly comes down to what the players decide to do.
Peckromancer
"Try more games" is great advice, and it's always good to expand your horizons, but at some point it stopped being actual advice and became the catchphrase of people who just can't handle the idea that someone would choose to play D&D.
Training my players to constantly make perception checks is the last thing I want to do. Nothing bogs down a game faster. If there's no point in rolling the dice, don't make them roll. If you're worried that calling for a roll will make them metagame paranoid, call for an occasional pointless roll, don't make it a constant expectation.
I have a list of setpieces I want to put in front of the players (an island that's actually a giant turtle, a treasure hunt, being lost in the ocean in a rowboat, etc) and around the halfway point of the campaign I try to figure out a climactic finale to build to. But beyond that, I don't plan beyond the next session. I just plan my sessions by recapping what happened last session, putting forward any consequences of that, and a little light prep for a couple of the most likely courses of action my players might take next. Maybe dropping in one of those setpieces if it seems to fit.
Brock Sampson seen here having just had to kill his hotrod.
Be the change
What DM would deliberately sabotage their own game like that? No one actually wants to spend a session waiting for someone to examine an endless supply of rocks.
They can't destroy the oil rig, because that would just release a ton of oil. And if they disable it, it will be relatively easy to repair. What real terrorists would do is cause an accident or a malfunction, then murder or kidnap the responders.
(I went to EMT school and it's something they told us to be careful about, I swear I'm not a terrorist mister NSA man please don't gitmo me)
Babe turns around and starts recking them too
Be the change and send me a copy
You select the level of abstraction for different things based on what is and isn't the most fun to delve into. If your group enjoys poking every surface with a 10 foot pole, it's not wrong to play with that level of granularity. It's just that all the interesting things you can do with a 10 foot pole are pretty mined-out after 50 years so we tend to direct our attention elsewhere.
That's a refreshing optimistic take. My inner cynic says that wizards would just compete to see who could spellcraft up themselves the biggest schlong
There's a limit to what people can afford to buy, though. "Hey I made this sweet artifact it's worth 1000gp" "Cool, I can give you uhhh...THREE chickens for it?"
Yeah, it's been awhile, but iirc in the first episode Janeway springs Paris from a prison in new zealand because she needs a pilot.
Besides, federation prison is just a sunny beach on New Zealand anyway. The worst part is getting stuck in the delta quadrant but that happened like one time.
Great filters are strictly hypothetical anyway.