#(anyway the person running it did REALLY REALLY fun homebrewed rules
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divorceblr · 2 years ago
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[play dread propaganda]
[play dread propaganda]
[play dread propaganda]
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misc-obeyme · 7 months ago
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Hello hello CC! Long time no see, 🦀🐚 here.
Just saw that you’re gonna run a short dnd campaign and wanted to crash through and wish you a nice session with the party!
I’ve really been wanting to get into Dnd but can’t really find a group to do it with. If I introduce it to my friends I’ll probably end up as the one running the campaign and I’m not too sure whether I’ll be able to do that given that I’m new, so I’ve mostly been listening to dnd podcasts during work.
It’s just fun to see someone else trying Dnd. If you don’t me asking; since you’re running the game, did you create the campaign or are you using a premade one? I can definitely see you maybe writing one if inspiration struck…
So again, have a nice session and hope you’ve been doing great during these past few months.
Oh, welcome back, 🦀🐚 anon!
Ahhhh DnD! Thank you, it was indeed a lovely session!
I will say that the thing about podcasts is that they really go heavy on the roleplaying element of DnD. I haven't listened to a ton of them, but I do feel like part of the point is to make it entertaining enough for other people to listen? And really you can kinda do whatever you want when it comes to some of this stuff. My group is super chill so I'm not sure we do the same level of like... acting lol.
Well, lemme tell you a bit about my personal experience so that some of what I'm saying makes sense!
I started playing probably... five or so years ago? Our usual group has six players, plus the DM, which is not usually me. That's a lot, but the interest levels between the party members vary. So there are about four of us who are really into it (aside from the DM) and two of us who are not as into it, but play because they like the friend group. They enjoy combat more than roleplaying and because there are so many party members, we tend to spend a lot of our sessions in combat. It's also big stretches of time between when we play because you know, adults with lives and what not.
So the rest of us were like what if we run a smaller, separate campaign just for fun so we can play a little more frequently?
And then it was like well... our DM has been DMing for years, you think he wants a break??
And someone was like yo CC you're creative, you'd be a good DM!
And I was like... yeah okay fine! LOL!
This wasn't my first time DMing, but it has been years. And then people got sick, so I ended up with a party of only two people lol. I had to fudge some numbers but they made it through the campaign.
Anyway, all of this is to say that I found it surprisingly easy to DM. I thought it was gonna be super difficult, but it really isn't that hard at all.
I used a premade campaign that I found for free online. This was because I was kinda just getting my feet wet, you know? I think I'd rather run a homebrew campaign, where I get to make everything up. But I'll probably do a few more premade modules with the full group just to get into the swing of things.
The biggest challenge is to roll with the nonsense players throw at you. For instance, this story started out with a sheep holding a Scroll of Speak with Animals because it wanted to talk to the party (it wasn't really a sheep, but a cursed wizard). Well, it runs up to the party and immediately one of my players is like, "Can I lasso it and ride it like a pony?"
And I was like... sigh. Roll an acrobatics check.
They didn't even notice the scroll before they wanted to lasso that poor sheep. And since my player was a halfling, they could actually ride it, so I was just like okay, sure why not lol.
I swear players just really enjoy coming up with the most bonkers response they can think of because of the DM's reaction lol.
Anyway, I totally get if you're nervous to DM, but I promise it's not as hard as it seems. And if you're playing with other people who are new, they tend to be more lenient and you can all learn together. Like there were a few times where I had to ask my players about rules 'cause I forgot them.
There's a starter pack that you can get that has a whole campaign and dice and like a booklet of rules and stuff. I think it has premade characters too iirc? It's pretty good for if you want to try it out with your friends without committing to buying all the books and stuff.
My group used to play in person and our DM had one of those grid white board style maps and he'd draw out every dungeon every session. We had little figures for our characters and tons of dice! I have some really pretty purpley blue sparkly dice...
But now we play on roll20.net online because I moved across the country. If you're planning on playing virtually, you can use roll20 for free. It has built in modules you can use, but you can also just upload your own maps and stuff.
ANYWAY. Wow I rambled a lot about that, huh? Sorry about that, I guess I had a lot to say about it! But I felt like it was kind of a unique situation what with the two groups and stuff.
If nothing else, you can also check local gamer stores or sometimes independent book stores. They often run DnD campaigns that anyone can join. I think there are also online campaigns you can join on roll20 and possibly other places, too! I hope you're able to find some people to play with!
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dare-to-dm · 2 years ago
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I really liked your posts about D&D and how it's good/bad at certain things — given that I'm a player-turned-DM of several years who's never played any other TTRPG, could you recommend some so that I can get an idea of how to try to improve my game mechanics?
Unfortunately, not really. I'm a DnD/Pathfinder fan girl. I've enjoyed every version of DnD I've ever played more than every other system I've ever tried. So it would be less of a list of recommendations and more of a list of complaints.
That being said, you did ask! So here are the other systems I've tried and what I think about them.
Call of Cthulhu: This game is about normal people investigating mysterious horrors, and I do not like it. It turns out, I just don't enjoy playing people who are incapable of being heroic. Mainly, Call of Cthulhu characters are good at sucking at things, going insane and dying. If you like horror, maybe you'll like this. The only way I could enjoy it was pretending I was a Scooby Doo character so that all my failures were at least slapstick. Which may or may not help with the desired tone.
D20 Modern: This is very similar to D&D, and shares most of it's strengths and weaknesses. I personally liked it. If you've only ever run/played D&D, and you want to try a campaign in a more modern system, this one will not be a difficult adjustment.
Exalted: I personally really hate Exalted. You play a demigod, and that's a big turn off for me because you're so powerful it's not as exciting. Also, you really have to buy into the lore for this game, and that's not something I like in a system. The ruleset is also more set up so that you're bullshitting the results of what you do, rather than giving clear guidelines of how things work out. I'm sorry, I have friends who are fans of this game, but I really don't have anything nice to say about it. I think maybe it would appeal to people who just want to do Rule of Cool all day every day and are okay with learning a bunch of lore.
Mage the Awakening: I remember enjoying Mage the Awakening, though as I'm looking over their website now, it all looks like Greek to me. I may have had a game master who put in a lot of effort to make this the best possible experience for me personally. You play mages, but it's lower power than D&D as magic has a significant cost and can get very complicated. I think it was a D10 system? I don't remember. My character manipulated probability in order to be really good at punching things, which was fun.
Mutants and Masterminds: I've only played this a couple of times, and I'm not sure it even works. Like, it's a classless character creation system where you use point buy to make a dizzying array of superhero characters. Which is fun! But definitely not balanced. I want to like it, but I've never played anything beyond a couple of one shots, and I can't even say that those were successful. It seems like a difficult system to DM.
Starfinder: This is just Pathfinder in space. It's not as well balanced, but it's still good.
Anyway, those are the other systems I've tried, other than a few completely homebrewed systems that aren't published anywhere. I personally would take AD&D (my least favorite version of D&D I've played) over any of them. I don't feel a lot of motivation to venture outside of D&D/Pathfinder, since it gives me what I want. But I'm always willing to try something else (at least once) if a friend wants to run something different.
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naamahdarling · 2 years ago
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How did you get into tabletop games? Is Magical Kitties your current favorite?
My sister! My sister had all the 2nd Ed. D&D books and I don't know how much she played or if she simply read them like I did. I had a BIG problem with numbers and with complex rules. I needed (and did until I was about 30, when I finally became confident with basic math*) help with the numbers. I needed to be taught the rules by a person through play. So I kind of went from storytelling by myself or with a couple of friends using what I found there without actually playing, to playing when I found someone (ex husband) who taught me how to actually PLAY. So I played with him as GM, and then in a friend's group, for a while, and eventually tried running things myself and discovered I'm very very good at it. Just not reliable. Couldn't keep up with every week. So I don't GM much.
I have played at least a dozen different systems. All versions of D&D, White Wolf/Storyteller/VtM/Werewolf, Chaosium/Call of Cthulhu/any licensed tie in like Elric or Elfquest, GURPS, FATE, Champions, Star Wars (can't remember the core system, it was a d6 system), several d6 systems I can't remember, and some stuff almost nobody remembers like Arcanum or god save us the very confusing Jorune. Other stuff I have forgotten. At least two entirely homebrew systems. I think my favorite to play was Chaosium with the expanded rules and magic system my ex developed himself. Really fun and was intuitive for me.
But I have RUN five different systems now and like MKSTD best because it is the one that most facilitates the thing I like best about TTRPGs and have most missed about the games I have been playing in for the last mumbleteen years: collaborative storytelling, and unbridled FUN.
Are there rules? Sure, sorta. They're only there as a way to guide the story and challenge players' creativity.
I am a good player and very very good GM in terms of roleplaying. I give my players tons of latitude to interact and explore, and I am fortunate enough to be incredibly fast on my feet so it doesn't matter who they want to talk to or what they want to ask, I don't break stride. I'm not bragging, I say this to highlight the fact that it is very nearly all I am good at. I cannot run combat or design balanced encounters to save my life. With Magical Kitties I actually CAN. It's so simple. And with such a lighthearted subject, plotting is a lot easier. Still, I am approaching the point where the Larger Plot needs to assert itself and I am TERRIFIED because I do not know what is actually causing the big bad problem.
Anyway, yeah, this is pretty amazing for something so silly, and there's no reason the core ideas for the system couldn't be used to approximate any setting or type of character. It doesn't suit some kinds of player, but those are players I don't enjoy running games for anyway (not personally, they're usually lovely, but in terms of play styles not meshing).
I highly recommend it. Silly as it is. Especially if you like cats.
*I have very very bad dyscalculia and adding more than three multiple digit numbers together was for decades a slow process of counting on my fingers and making marks on paper as I went. Around 30, after practice several times a week, I graduated to still being bad at it but at least not needing my fingers, which is where I still am now. I use my phone calculator a LOT, or ask other players for help. Never feel ashamed for being a grown-ass adult who fears subtraction despite people teaching it at you. It says nothing at all about your intelligence. You're fine.
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spooky-activity · 4 years ago
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Just a little update on Cassandratopia 2: Electric Boogaloo (Or as it stands in my Google Docs folder rn, A Helping Hand). I’ll put it under the cut cuz it’s kinda long. 
I just wanted to say that I’m still planning on actually doing it, despite all evidence to the contrary lol 
I did Cassandratopia in a haze of graduating from college(where I was studying animation) and just having ended my first dnd campaign as a dungeon master (which went 3 years!). I was fishing around for internships, but since the pandemic had just kicked off I wasn’t having much luck. So I had a lot of creative energy that wasn’t getting channeled anywhere, and a lot of free time when I wasn’t applying to places. Which is how I did 4 pages a day several times per week. Which was insane. 
As it stands, I’m running 2 dnd campaigns(one meets weekly, the other every other week or so), and just scored a full-time internship at a video game company! The campaigns I’m running are a homebrew open world, which, for those of you who aren’t too familiar with dnd, is a metric fuckton of work to prep for each session because I have no idea what my insane friends and siblings are going to try and do every time we play. 
Anyways all this to say that my storytelling itch is kinda. Sufficiently getting scratched atm and I have a lot less free time. I’m still plucking away at the setting/refining the story of A Helping Hand, but it’s largely on the backburner. Cassandratopia was also, uh, like the first story I’ve ever told in any sort of format besides the give-and-take of dnd, so... I’m not used to having so much control over the narrative. Oddly. I’ve never thought of myself as much of a writer of stories; my main focus is character animation, so someone else is usually writing the stories I’m telling anyways, which is super cool with me. Honestly I’m surprising myself with how much I want to tell this story, which is why I’m still sure I’m doing it. Just. Slower. Than Cassandratopia got done. 
But I’ll share a bit of the lore I’ve been cooking up! Specifically about Zhan Tiri and The Drops. The story will be told in an extremely dnd type setting, because that’s the kind of narrative I’ve told before and am comfortable telling: hard magic rules, neat fights, scary monsters, a dash of eldritch horror, and huge emphasis being put on magical artifacts(kinda like in the show!). Here’s some stuff that’s basically locked-in. 
Zhan Tiri
Zhan Tiri is one of the many Demon Lords of the Abyss. She’s kind of a mashup of two of my favorite Demon Lords, Zuggtmoy, the Lady of Rot and Decay, and Pale Night, the Mother of Demons and Queen of the Night(with just a dash of Hannibal Lecter because who doesn’t like helpful, polite, manipulative-ass bitches lksjflkja;fj). Her domain sits almost exactly between the Sundrop and Moonstone, largely being the new growth that comes from death, and the endless cycle of life and death. Places where her influence is strongest includes the cracks in... Well anywhere really, from society to the planet’s shell, where metaphorical or physical rot could grow; musty, mostly ignored places where something could fester. Iconography related to her would include endless mazes, fungi, grasping skeletal hands, and rotting/blooming corpses. Her spores can animate corpses, which she likes to use as mindless minions when she doesn’t feel like sending one of her Acolytes. She shares a scrap of her power with those few mortals she likes. She appreciates ambition and the desire to Grow to be bigger than what you were to start with, as those are qualities she herself possesses. 
Incredibly intelligent and merciless to those she deems her enemies, her main thing is pulling the strings from the shadows and seeing just how far she can push people to act with as little prompting from her as possible. She does, however, have the power to kinda bulldoze her way through things if she needs to, but she doesn’t like to because where’s the fun in that? 
She first gained interest in the Material Plane when a Wizard with too much hubris from said Material Plane(Named Demanitus) contacted her trying to figure out more information about The Drops and how to control them. After indulging him for a bit, she started preparing to make a summer home on the Material Plane because it’s New and Fun here and Wow These Mortals are Really Fun to Mess With! And some of them she even genuinely liked! Demanitus then realized his mistake and locked her away in Pandemonium for what he hoped was forever, but turned out to be only around 1,000 years, due to the efforts of her followers. Her little stint in Pandemonium magnified the more... Chaotic aspects of her personality, so now she wants to cover the Material Plane in blooming mazes of fungal crops that she can break people with at her leisure. 
The Drops
The drops are two semi-sentient pieces of one original artifact, whose original purpose was to be a tool of creation for the gods. Which, through some great calamity(still deciding that one), got sundered and settled into the two basic aspects of creation: the nearly unlimited well of life-energy which organizes stardust into planets, cabbages, and kings, and the “you gotta crack a few eggs to get an omlette” destructive force which breaks down what the sundrop makes so that it can make more. 
The main goal of the drops is to reunite. I would want to as well if I was ripped in half! This manifests as a... General tug in the direction of the other drop. A desire in the host to Go That Way. It can be resisted, and even ignored for a bit, but it’s always there. Like being hungry if starving wasn’t a danger. Just a bit uncomfortable if you aren’t going That Way, but ignorable. 
Both drops generally try to be as helpful to their wielder as possible, as originally they were a tool of creation to the gods. They are innately obliging. They’re also REALLY UNSAFE FOR MORTALS TO BE MESSING WITH. The Sundrop is a little safer because the most it can do is kinda. Overcharge you into something distinctly not human but still alive, and King Fredrick was lucky he made the Sundrop into soup before giving it to Arianna. But King Edmund got his wholeass arm blasted off for touching the Moonstone. 
The Sundrop
Best I could whittle it down, the Sundrop has power over life energy, like the sun’s light. It also has power over the energy derived from geothermal activities, so deep sea creatures Are Not Immune To The Sundrop, which was a funny thought that crossed my mind that they could be, but that will likely never come up anyways salkdjf;ljsf It is, in its basest form, Growth and Progress. 
It’s a little sentient, but very much entrenches itself into whoever is holding it at the time. Like another mind looking through your eyes and seeing what you see/feeling what you feel while still retaining a bit of individuality from the host. It’s not... Parasitic because it’s in its nature to give, but it’s generally pretty firmly attached to whoever is holding it until they die( which isn’t usually for a WHILE. It ’infects’ a new host when one dies, usually a plant near their grave...) or until a solar eclipse. It wants what they want, but it’s very fussy so they have to ask it for power exactly correctly(like singing an incantation every time you want to heal someone, or doing a Ritual involving lots of very specific ingredients, Celestial Alignments, and Secret Words) or it won’t listen, like an orchid dying if the ph balance is off in the soil by a little bit. But it’s generally pretty intuitive to use, because it wants what you want and (as long as you ask right) is willing to help. 
Anyways basically under the influence of the Sundrop you get a few things: 
Basically limitless energy coursing through your body while you’re in a place with sunlight, which equates to rapid healing, mostly, because every cell in your body is being supercharged with free energy. Never getting exhausted in direct sunlight. (If Rapunzel lived in a place that was sunny 24/7 like near one of the poles she wouldn’t have to sleep like. until it started to get dark in the opposite half of the year. Then she’d have to sleep like a regular human being)
You stay at your prime, or if you are past it, revert to your prime. Someone who is holding the Sundrop, or who has regular access to the Sundrop’s magic can’t die of old age or illness. They have to be hurt beyond the Sundrop’s ability to heal or have it taken away from them. 
The ability to share this rapid healing with others (if you ask right)
The ability to freely draw on the raw, near-limitless energy of the sun to shape into things like cool-looking energy blasts (only if you ask right) 
The Moonstone
The moonstone has powers over varying levels of destruction: from destroying things by ripping them apart/ to Not Letting Things Be Destroyed(also known as protecting) by freezing them in indestructible rock. Like the moon, it can ‘reflect’ a bit of the sundrop’s power, so it can kinda provide energy, albeit a lot less than the sundrop can provide. It’s the inevitable march of The End of All Things, fertilizing the fields of time with the ashes of the old so the new can take root. 
The Moonstone is a bit more in the dark(pun intended hehe) when it comes to bonding with someone, it can only try to figure out what is going on based off the emotions of its wielder, and through anything directly touching the Black Rocks. Because of this it’s... Kinda dumb? It tries to do things to help(Like shooting red fear-rocks to try and scare away whatever must be scaring its wielder so badly) but often fails spectacularly at helping. 
Under the influence of the Moonstone you get: 
Mortals get Neat Body Armor that’s actually just you being turned into a rock! They are very fragile! They need to be protected! The best the Moonstone can do to try and preserve you is to Stop All Destruction by.. Pausing all bodily functions indefinitely. Rocks don’t need to eat, sleep, or breathe, and almost nothing can destroy you if you’re solid Black Rock. The weak reflection of the Sundrop’s energy keeps the host animated, but they’re not exactly alive anymore. Like cryostasis. Wounds (if any) acquired in this state won’t be a problem because they’re not messing anything up, because nothing is technically working in the first place, but they will be a problem when you’re not protected in this way anymore. It’s a cosmic ‘I’ll deal with that later’ button, essentially. 
Like the moon, the Moonstone can reflect the light of the sun. It uses its rock crystals to do so, which can even split the sun’s power into different shades, like a prism. Essentially, different colored rocks can mean new and exciting power sets. 
Blue Lightning! The Moonstone can reflect the Sundrop’s power, so it also has access to pure bursts of energy, even if it is weaker and colder. 
The Moonstone is very helpful, but usually has no idea what you want. ‘Asking’ the Moonstone for more control over its power in the same way you would Ask the Sundrop for more power reminds it of the perfect bond it used to share. The Moonstone’s incantation deepens the bond between wielder and Moonstone in such a way that it actually knows what you want from it, giving you near perfect control of its powers.
*This is kind of just a side note of the Drops: While the Moonstone is weaker than the Sundrop in an head-on fight, it could hold its own if it were on the defensive. Redirecting the power instead of trying to overpower and such.
** Cass made of rocks means I get to draw her skeleton :) not in every picture that would be fucking nuts and way too much work alskjdf;lkjs;fv
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obsoletesystem · 5 years ago
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D&D Ask Meme
@wisdom-fangs​ asked me to do all the questions of this D&D ask post. So I did. 1. A favorite character you have played. I really like playing monstrous characters. Currently in Adventurers League, I play Frattek Venvaris, bugbear rogue/barbarian, who is a delightfully goofy character. But I also miss playing Bajur Mashoir, a very charismatic lizardfolk "voodoo" shaman, whose catchphrase was: "As you can see, I am an alligator, sir..." spoken in a thick southern brawl. 2. Your favorite character that someone else has played. During a one shot the guy that played an evil halfling warlock sacrificed himself to blow up the big bad with a block of dynamite. The true MVP. 3. Your favorite side quest. Idk. 4. Your current campaign. I DM a homebrew campaign, in which the party is stuck between sides in a war between the local Jarl and a fey duchess who has taken over a part of the woods. I also participate as a player in a slight homebrewed Salt Marsh campaign, in which I play a tiefling cleric of Pelor. She's got a Sad Backstory. 5. Favorite NPC. The Loathesome Gribble, an NPC in the game I DM, who is a very small tiefling sorcerer with an immense knife collection and a four-armed aasimar monk girlfriend. He is found in the most of unlikely places and his signature spell is "Gribble's Hand of Sand", which may or may be not magical, as it blinds a creature with sand, but the material component is just a handfull of coarse sand. 6. Favorite death (monster, player character, NPC, etc). The druid in our home game charged into giant stag form at a huge burning construct (The Burning Man from Burning Man, but moving), missed his attack, upon which the Burning Man rolled nat 20's on BOTH ITS ATTACKS. No advantage, no nothing, just two straight 20's. He grabbed the stag by its antlers, turned its head 360 degrees, and dropped a flaming, mutilated dwarf to the ground. 7. Your favorite downtime activity. I always like to do something that tells a little bit about the culture of the creature I play. When I was on haitus because of school, I described how Frattek had spend some time with his little bugbear niece, and had just returned from a fun little war (seeing as bugbears love to fight). 8. Your favorite fight/encounter. We had to fight a vampire spawn in a dank, dark basement, but it was light outside, and Frattek is incredibly good at grappling creatures, so we dragged the vampire out from his basement into the sunlit street, and then made a run for it as we had broken into a house. 9. Your favorite thing about D&D. Coming together with friends and not drinking (a lot) or smoking weed. I like doing those things too, but it is also fun to just hang out and play games where heavy drinking is not really handy. 10. Your favorite enemy and the enemy you hate the most. Dragons are the best, spellcasters are the worst. Spellcasting Dragons are the bees knees. My players, however, are going to hate a certain spellcaster very much. Once they find out... 11. How often do you play and how often would you ideally like to play? Usually once a week, but I'd love to be able to balance twice a week. One day as player, one day as DM. 12. Your in game inside jokes/memes/catchphrases and where they came from. "Name and occupation, please" comes from when we played Pathfinder, and one of the characters died, but I didn't want to get rid of him yet or he was set up to be reincarnated or some shit idk. Anyway, his soul arrives in purgatory, which turns out to be this bureaucratic office, where he has to stand in line for a long, long time, before arriving at a booth/desk type situation, in which an Ophanim angel (one of them burning wheels full of eyes) floats that asks with a bored sigh "Name and occupation, please". The player answered, and was set up for reincarnation, which involved shooting his soul from a cannon/drop tube into the unborn baby of a local woman. The child grows up unnaturally quickly, and because it has the soul of a mature orc barbarian, it is more than a little trouble. Nephertheless, the "Name and occupation, please" gag remained forever. 13. Introduce your current party. My Homeboys, the Lords of Okab Volal, are Nazreen, a wood elf ranger who missed her wolf, played by @tabula-wasa​, Tophr Thanestone, the previously mentioned dwarf druid who was murdered by a giant flaming effigy and subsequently reincarnated/put into the body of a frost elf woman (something he hasn't come to terms with) played by our bearded friend Glenn, and Adelon Vrena, half-elf bard/cleric/divine soul sorcerer a.k.a. Healer Supreme, who is really righteous but not above torturing a captive githyanki, and played by Arnaud. The Schadestenen (meaning "Damage Stones", as in dice), which is the OG Adventurers League group in the Spellenhoorn in Hoorn, consist of Aiden Rainbowscale (Albino orphan wood-elf monk/barbarian), Fjorgyn (dwarven cleric of Moradin, who died last week and still suffered from the Death Curse. RIP.), Frattek Venvaris (Bugbear barbarian/arcane trickster and gladiator/luchador, played by me), Gideon Thornton (cowardly Half-Orc Hexblade), Grommash Hellscream (Stereotypical Half-Orc Barbarian. Great guy.), Ruldra (disgraced Hobgoblin undead-hunting Ranger), Cadence (Powerful but stupid Half-elf Grave Cleric/Divine Soul Sorcerer who never learned how to read), Ullr (Arnaud's Gloom Stalker and Human Machine Gun), and Darin (half-elf ranger and Master Of Backflip). The Peeps from Salt Marsh, DMed by the guy that plays Darin, in which Arnaud plays William Wisenose, The Awfully Lucky Halfling Build (halfling wizard/bard/whatever), Cadence's player plays Sylver Ravenstar (half-elf bard/hexblade/run away princess), her friend plays Samm Enoch (Aasimar Bard and Very Handsome Man), Aiden's player plays Ankis (Aasimar Celestial Warlock and very secretive about both these facts because Back Story), and his friend plays Vena Malum (Human Bloodhunter, who is really buff and does that swirly thing with her falchions, and oh my...), Grommash's player plays Morgain of Astora (human paladin of Pelor, and companion/boyfriend/substitute son to my character), and I play Paytsarra Avèry (winged tiefling cleric of Pelor). Praise the sun. 14. Introduce any other parties you have played in or DM-ed. We had one party consisting of a drider, a very evil dwarf, a fire genasi, a gnome psychic, and a kenku ninja at one point. When the evil dwarf died, and I introduced the guy's new drow "medic", I knew I lost all cohesion of the group. 15. Do you have snacks during game times? My players do. I don't like snacks that much. 16. Do you play online or in person? Which do you prefer? In person. I tried playing online, and I think I would do again, but only if I'd have a really good headset. 17. What are some house rules that your group has? In the Salt Marsh campaign you double the value of the dice on a crit, which I think is disappointing. I just wanna roll a lot of dice :( 18. Does your party keep any pets? @tabula-wasa​'s ranger has a dire wolf...somewhere...
19. Do you or your party have any dice superstitions? Not that I know of. I do know some of my dice seem to roll better than others. 20. How did you get into D&D? How long have you been playing? I found a d&d character creation app on the web ages ago, and that sparked my interest. Later I joined a warhammer fantasy role play group with a friend I had been rp-ing online with a lot, but this was the real deal, at Arnaud's house. He dmed number of campaigns for us, and later he joined my pathfinder group which turned into a D&D 5th edition group. 21. Have you ever regretted something your character has done? Yeah. Frattek decided to be a hero and tried to assassinate an ogre torturer. He failed his shot. We had to fucking run. 22. What color was your first dragon? The first dragon I fought as a character was a young Red Dragon. Even at 5th level, we whooped its ass. He found himself in a cave, surrounded by fools, and we beat him to pulp. The first dragon I put in front of my players was a young White Dragon. It kicked their asses. 23. Do you use premade modules or original campaigns? I usually homebrew my own campaigns, but I have dmed some AL sessions. 24. How much planning/preparation do you do for a game? Not an incredible amount, but for my home game I prepare ideas months, even years, in advance. For DMs 25. What have your players done that you never could have planned for? A lot. The most notable was casting Dispel Magic on the demiplane-item the cultists were in... and then opening the demiplane underwater. 26. What was your favorite scene to write and show your characters. I had these zombies that always repeated the last thing they said before they died, which was cool and creepy. But the thing I really wrote out was the description of how an Astral Ship warps space around itself, and what that looks like from the people on the deck of the ship. 27. Do you allow homebrew content? If it's well written, absolutely, but there is a lot of shit out there. 28. How often do you use NPCs in a party? When it makes sense, but I try not to do that too often. 29. Do you prefer RP heavy sessions or combat sessions? I prefer RP sessions, but I am leaning more toward combat. On the other hand, I don't think it completely excludes each other nor should it. I am of the opinion that 30. Are your players diplomatic or murder hobos? Rather diplomatic, but they can definitely kick ass. For Players 31. What is your favorite class? Favorite race? I like casters, and I will always have an affinity for wizards, but arcane tricksters and eldritch knights are cool too. I like elves, and I like monstrous races; goblins, hobgoblins, bugbears. I like things that are pretty and scary, or creepy and goofy. 32. What role do you like to play the most? (Tank/healer/etc?) I usually mix a bit of tank and dps. I don't like being very frail, but I do enjoy doing a lot of damage in one shot. 33. How do you write your backstory, or do you even write a backstory? I tend to write a character from a concept, and then build out the backstory. How did this person become the person they are today? Even if you have something of a bugbear, or a hobgoblin, or a yuan-ti. They have had a childhood, they have role models, they have culture. But what is that? What defines a character? What makes them they way they are? I don't like playing monstrous races that have been adopted by a "better, nobler race" like humans and elves and dwarves. I get the appeal, but I also think it is a little trite, and a little condenscending, almost. I think a lot about what defines a monstrous identity, and being a Cultural Anthropologist, I think a lot about the way culture shapes the values and morality and thus also behaviour of a creature. Do hobgoblins tell their children bedtime stories? What are they about? How will a bugbear struggle in regular humanoid society, where his violent urges -natural to him- are equally, or even more excessively violently repressed and punished? Is this just for bugbears? Will they then look for each other, and find each other in their shared cultural/natural tendencies? Are there goblinoid lawyers or activist groups, that seek to protect other goblinoids from unjust treatment under laws that aren't theirs? How will your life be if you are a second or third or even fourth generation inhuman creature in a human society? Do they dream of returning to a society that is 'theirs'? And is there even such a thing? And if there is, will they actually fit in, or forever be an outcast, neither hob nor man? I tend to poke at such questions with my character backstories. 34. Do you tend pick weapons/spells for being useful or for flavor? Everything is useful, since everything is always situational. If you plan only for situations in which you are going to kill every living thing, then you shouldn't pick something like Rope Trick, or Magic Circle. But you do you. I very much dislike decoupling "flavour" from functionality. This is a game of make-belief, so everything you do is flavour. The mechanics are an abstraction of a fantastic reality, and though inherently important to the working of the game (without rules, it would merely be improvisation, which is also a kind of game, but schwa), it is all flavour. People that brag about how much average damage they can do with this or that specific build tire me. 35. How much roleplay do you like to do? All of the roleplay! But please let me punt goblins into the garbage sometimes!
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ferallymine · 5 years ago
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15 Questions Tag Meme
Rules: Pick a character from your WIP, and have them answer these 15 questions, then tag 15 people! 
Dani’s Note: I don’t have a WIP.....i just have a bunch of OC babs so Imma pick from them <3
Tagged by: @cataclysmic-writer
Tagging: @powerovernothing @mobcraft101 @fruity-pies @xenonsdoodles @notaverygoodlistener @zakuraboi @samathos @tis-i-the-most-uncooked-fry
Introducing: Aria, Celaena, and Aed ((My skyrim babes))
1. What is your full name?
A: Aria Evelyn. I don’t have a last name.
C: Celaena Raijin!!!
Ae: Aed Thana~!
2. What does your name mean?
C: Oh! I haven’t been asked this much. Hmmm... “Celaena” means “I will not be afraid” and Raijin means “Lightning” which comes in handy considering my electromage gifts, hehe!
Ae: Aed Thana translates to “Death of the Fire.” I found it kinda weird because my life hasn’t been all death. In fact I think the fire in my heart has grown ever since I married you, Laena~
C: You flirt *blushes* ....Hey Wish, tell them your meaning!!
A: Aria Evelyn has many translations
Ae: Well, yeah, BUT you told us about your psychic person back in Cyrodiil!! Tell them what she said!
A: *sigh* Aria Evelyn is a name that represents the many paths that lay in front of me. It can mean “Musical Life” “Blessing of the wished for child” “Breath of Life” whatever. My name meaning reflects my life journey.
C: I think now it means that, uh, “Blessing” meaning, Wish. You’ve been a blessing in our lives
A: ....sure
3. What are your nicknames/other names?
Ae: Ah! We have a couple nicknames for each other, huh?
C: Well, I call Aria “Wish” as well as “Lyn” or just “Ari.” 
Ae: Yeah! And you, m’love, are often just “Laena” or “Jin”. I don’t have a nickname, honestly. My birthname is short enough, heehee~
A: People tend to call me “Ice Queen.”
C: ...aria people use that more as an insult
A: I know, which is why I freeze them in frost and put a little ice crown on them when they call me that.
Ae: Even Lucien?
A: Especially Lucien
4. What’s your gender?
A: Female
Ae: Female
C: Female.
5. What’s your sexuality?
A: Straight, i guess. 
Ae: Really? You seem more Ace to me.
A: I don’t form romantic connections often, but they do happen, Aed
C: I’m bisexual with female preference~
Ae: And I’m lesbian! 
A: A match made in heaven
6. Where are you from?
C: Me and Aed are from the Builders Dwarven Sect-
Ae: Babe, before that you were from Eastern Cyrodiil-
C: Well if that’s how we’re playing then YOU originated in Western Morrowind
Ae: Damn straight I was.
C: Anyway, Wish, where did you first originate?
A: Factoring in my amnesia, I first showed up in the Imperial City. But going back to the beginning, I was born and raised in Dawnstar, according to evidence we found when the Sanctuary moved there.
Ae: Wait, you have amnesia?!
A: Long story for another day
7. How old are you?
C: We’re all old as shit
Ae: Amen
A: 227 years old
C: Right to the point, eh? Well....if I’m being honest, I don’t remember
Ae: Me and Laena “restarted” counting when we joined our first pirate crew after escaping the Builders. Then we....just stopped counting. 
C: Whoops
Ae: Big fuckin whoops
A: I’m the only one with amnesia here and I managed to figure out my age. 
Ae: You’re just that smart, Ice Queen
A: Don’t push your luck, Dwarf
8. What is your magic form/What designation are you?
C: I’m an Electromage! It tends to run in the Falmer lineage, anyway. I don’t really transform into anything when I use it, though.
Ae: My only magic is when I build things. 
A: I’m a frost mage. I don’t know what magic form you’re talking about-
C: Wait!! What about when you go Full Silver and I go Full Gold? Does that count?
A: Aura colors don’t alter your appearance, though. They just add spirals and whirls to your body.
Ae: When you go SIlver you get so GLOWY and there’s silver spirals all down your legs and arms. And Celaena you get hard jagged lines that look like lightning!! Oh, babe, when you use your Dragonborn shout stuff, you get this almost ghost of a dragon look to you
C: Whoa..... Bad. Ass.
9. What does your human form look like?
C: Man and Mer are different. This... this is our normal form. Racist.
Ae: Falmer and Dwemer are indeed different than man
A: I’m a Breton, which is as close to “human” as you’ll get out of this trio.
10. What’s your aesthetic?
A: ...aesthetic?
C: It’s things you like that chalk up to who you are as a person. Like different items and themes that represent you. 
A: ..... blood....poison....stealth weapons.... death.....
Ae: You’re describing your profession
A: I’m the Listener to the Dark Brotherhood of course that’s what my aesthetic is.
C: I like purple! I also have a kind of...rustic theme? Mixed with pirating and plundering. Rain and thunder/lightning storms make me feel all calm inside so i guess that’s my aesthetic too
Ae: Hmmm.... my rum-
C: Ah, yes, my wife can’t live without her homebrewed rum
Ae: Damn right. Anyway- my rum, my mechanical spiders OH that reminds me I have to fix Seven up he lost a leg
A: ...You named them?
Ae: Don’t fucking judge me MurderMcHobo
A: I.... that’s fair
Ae: Rum, my mechanical spiders, my blueprints, building things, a forge... wow I’m such a stereotypical Builder dwarf
C: The Aetherium? Fire?
Ae: YEAH that’s also my aesthetic. Plus swiping jewelry for melting down and building with. 
11. Who’s your best friend?
A: A what
C: Aria’s BFF is a tie between Inigo and Serana. 
Ae: She’ll never admit that though
A: *scowls*
Ae: See?! She’s got a reputation to uphold. Inigo and Serana know that she values them, though.
C: Hmm... I suppose Aed is my best friend.
Ae: Haha! The classic “Married people are their spouse’s best friend” loophole!
A: ....you two need to get out more
12. Would you ever get a piercing/tattoo?
A: *gestures to the other two* They’re pierced and tattoo’d all over.
Ae: Not all over! Our tattoos are on our backs and we only have piercings in our ears and nose! Me and Laena have like 5 loop earrings in each lobe
C: Correction, I, Celaena Raijin, have both nose and ear piercings. You, Aed, do not.
Ae: Yeah you have 3 nose bridge spikes and a bull nose ring
C: It’s fun to play with when I’m bored
Ae: Aria has an ear piercing too!
A: True, but it’s tasteful
C: I’m offended but whatever NEXT QUESTION
13. When are you happiest?
C: I’m assuming we can’t answer “When im with aed or aria”
Ae: For sure
A: Bold of you to assume I was ever happy
Ae: I’m offended by that see you in court
A: *death glare*
Ae: I drop all charges ANYWAY I’m happiest when i’m tinkering in my little work station or when I’m sailing with a crew
C: I’m happiest when leading a crew through a successful raid
A: I guess I’m happy when finishing a contract.
Ae: Yeah sure not when you’re with Lucien or Inigo or Serana or when you’re talking about that Martin dude-
A: *frost shooting out from under her* Shut your mouth right now if you know what’s good for you
14. What’s your biggest secret?
Ae: We’re open books. No secrets here. 
C: Me and Aed’s biggest secret was our relationship. We had to run from the Builders because of it, and now here we are. I don’t recall any recent secrets, though. 
A: I suppose my biggest secret is keeping the Dark Brotherhood part of my life away from my public eye life. And I guess I never did tell you girls about my Akatosh mark *holds up right hand*
Ae: WHAT?!
A: A story for another time
C: That’s fair 
15. Do you have a sidekick?
C: We’re all in the AriaArmy. Everyone’s her sidekick
A: My what 
Ae: Aria, deny it all you want, but you have friends who love you and would die for you. Proud to be in the AriaArmy!! *pounds chest*
A: .....oh.....
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ihavealavalamp · 6 years ago
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ALL OF THEM. NOW
1. A favorite character you have played. - YOU CAN NOT POSSIBLY THINK THAT I DONT LOVE ALL MY CHARACTERS EQUALLY I LOVE THEM ALL SO MUCH YOU CANT MAKE ME CHOOSE
2. Your favorite character that someone else has played. - r.....ruby...... and all your characters honestly.. also monty played by jaye in daga boys will always have a special place in my heart cause hes just a Ride of a character, chas played by nick is my fucking Friend, and i could keep going honestly i love everyones characters so much you dont understand
3. Your favorite side quest. - i think a lot about the werewolf shenanigans in aurum. i’ll never forget it. 
4. Your current campaign. - im in so many fuckign campaigns rn please god dont make me list them
5. Favorite NPC. - sheila.... all of huli’s friends in flying plague, literally every npc in best intentions (emphasis on astarielle and marlon who make me think a Lot), everyone in story of the stars, and Uhhhh cat does a Real good depiction of ellar in the murder HDSDHS
6. Favorite death (monster, player character, NPC, etc). - i wasnt even fuckin There but the death of elaris. i think abt that a lot. also poetry killing bear was Top Ten Anime Moments
7. Your favorite downtime activity. - depends on the character! most times i cant really think of much though hgfhgf
8. Your favorite fight/encounter. - the poetry vs bear duel was Iconic, and every encounter in best intentions is so fuckin Good cause milo makes some real terrifying monsters like jesus CHRIST.. also in daga boys when walter and the gang were escaping Lich Court. iconic.
9. Your favorite thing about D&D. - i like that it keeps me social and interacting with friends! i have problems with isolating myself but planning d&d stuff keeps me from doing that frequently Thank God.. also i love roleplaying and having a character that grows and interacts with others! i also really love some good ol combat.. i honestly love pretty much every aspect of d&d im very easy to please
10. Your favorite enemy and the enemy you hate the most. - i dont know if i have a favorite! i think lots are real good! but enemy i hate the most has gotta be those fuckin magical huge centipedes milo sent after us in best intentions. FUCK those things.
11. How often do you play and how often would you ideally like to play? - i play pretty frequently! im in a Lot of campaigns rn so im able to play things pretty much whenever i have the time to do so. 
12. Your in game inside jokes/memes/catchphrases and where they came from. - “you really pulled the nose on that one” is Iconic, it was from the first session of daga boys in which a trap activated by pulling the nose of a statue just. kept going off. like they kept pulling the nose Knowing it’d go off. and god i could write so many more but it would make this way too long GDHJDS
13. Introduce your current party. - im in so fucking many campaigns!!!!! but the last two i played i guess.... in best intentions dmed by milo we’ve got gwen the life domain cleric and delwyn the berserker barbarian played by simone and kiara! theyre two dwarf wives on their honeymoon and they got caught up in this ghfhgf,, and my character is silbryn! the fiend warlock we all know and love! and marlon, the dmpc who is generally cryptic and kinda terrifying sometimes but i love him anyways. and then in story of the stars, dmed by krissie! it’s a warrior cats campaign because we’re VALID and the party is orchidpaw played by cat who is aiming for being the leader but has a tenancy to be a bit loudspoken, and my character, songpaw, who is the medicine cat apprentice who tries to be mature but his short temper can get the best of him sometimes. and simone plays bo, a big ol mom cat! i love them.
14. Introduce any other parties you have played in or DM-ed. - TOO MANY I CAN NOT
15. Do you have snacks during game times? - when we’re playing online i dont bc i dont want to make Crunching Noises, but in irl sessions i just eat whatever’s there if anything is there. ya know. im so tired.
16. Do you play online or in person? Which do you prefer? - both! i prefer irl greatly though... im a very Expressive person and my characters are like 75% facial expressions and body language gfhfghgf
17. What are some house rules that your group has? - i can not actually think of any rn ghfghfg
18. Does your party keep any pets? - ya!! lots of familiars.. u know how it be
19. Do you or your party have any dice superstitions? - hfghf i know some people i play with do, but i personally do not!
20. How did you get into D&D? How long have you been playing? - my friends were playing it cause theyre a bunch of NERDS. and it’s been like two years now i think! i started near the end of highschool!
21. Have you ever regretted something your character has done? - CONSTANTLY MY CHARACTERS ARE SUCH DUMBASSES BUT I GOTTA BE IN CHARACTER!
22. What color was your first dragon? - first dragon we took down was a young green dragon in daga boys!
23. Do you use premade modules or original campaigns? - original campaigns, mostly! i do play in a curse of strahd and a ravnica campaign though!
24. How much planning/preparation do you do for a game? - I HAVE TO DO SO MUCH AS A DM otherwise i will Fall Apart. as for pcs, i jsut go in blind and do what my character would do in that moment HJDSKJD
For DMs
25. What have your players done that you never could have planned for? - mainly not acknowledge certain things that are important hgfhgf but other than that ive been lucky to have players that dont really do things that throw me off too much
26. What was your favorite scene to write and show your characters. - the marley scene in weltschmerz i am still SO HAPPY with that... also in underground orchestra when iris explored ellar’s house.... Classic.
27. Do you allow homebrew content? - yeah!! as long as the player runs it by me first then im usually good with pretty much anything as long as it isnt game breaking gfhgfh
28. How often do you use NPCs in a party? - very often i like to Talk and i usually have quite a few reoccurring npcs that either stick with the party or are consistent in their appearances gfhgf (velki in weltz, ellar in uo, ivory in harbingers)
29. Do you prefer RP heavy sessions or combat sessions? - I LIKE BOTH.... im a simple man
30. Are your players diplomatic or murder hobos? - i have good players in both my campaigns!! but i guess it depends!
For Players
31. What is your favorite class? Favorite race? - i LOVE ME SOME CHARISMA CASTERS.... warlocks, sorcerers, and bards are just Fun babey!!! and tieflings, aasimars, and aarakocra are Fun and friends
32. What role do you like to play the most? (Tank/healer/etc?) - im almost Always a caster ghfhgf... glass cannon babey
33. How do you write your backstory, or do you even write a backstory? - it always takes me a While to fully flesh out a backstory, but usually listening to music is what gives me ideas and inspiration for it!
34. Do you tend pick weapons/spells for being useful or for flavor? - flavor, usually! i try to pick things that would be in character for the one im playing!
35. How much roleplay do you like to do? - lots...... im a simple man
there you go, thanks ya fuckin heathen
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savrenim · 7 years ago
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I'm so jealous of your gay elf murder bachelorette campaign that I now desperately want my own. Any recommendations on how to find people to play D&D with? I have several friends who are interested, but none of us have any questions experience (between my secondhand experience of reading about your adventures) so we don't know how to get started
oh gods so apparently I have A Lot Of Opinions and it got really long, so under the cut, also thank you for reminding me that I should probably properly type up the finale of Gay Murder Elf Bachelorette Campaign Book 1 because it was freaking epic and this is the one campaign that I can properly rant about on tumblr without worrying about spoilers
(I’m in three campaigns right now) (by complete accident) (on the one hand it’s a bad life decision in that I have zero free time anyways with grad school, but on the other hand it has become my sole social interaction with anyone ever and also coping mechanism for the stress and one good thing I do for me and, like, they’re not all weekly campaigns, so hours-per-week I’m devoting isn’t ridiculous) (and I miss my friends and it’s re-connected me with them and also has introduced me to upperclassmen in the department) (but sometimes there are character secrets and people who potentially follow me on tumblr so I can’t post the super long dramatic things about a character that I really want to)
OKAY SO HOW TO GET INTO PLAYING
I will be real, the three campaigns that I am in right now are the first time I’ve played DnD for anything that lasted longer than a week and a half at a summer camp type deal, like, arguably, this is my real first time playing DnD….ever. That being said, I’ve worked at gay theater camp for….six years now? And they do super intense super in-character LARPing that is far more roleplaying-heavy than mechanics heavy and has trained me to both have very good story instincts of, like, “this is how you make decisions that both fit with your character and support the narrative instead of oppose it, and either do not tear the party apart, or tear the party apart but for a very good and fitting narrative reason (i.e. if there’s going to be strife, make it mean something)” and in my opinion it is when you bring those sorts of instincts to a DnD game that you get the most satisfying story out of it. Character creation, team cohesion, and story and world development are all things that I do feel super comfortable speaking about because that is my literal jam outside of my math jam which is paying for me to be alive and stuff. So here we go.
There are a couple of questions that you need to immediately answer, the first being, “do you want to play Dungeons and Dragons, or do you want to start with a mechanically less complicated system?” Because there are a lot of pretty good systems out there that are high fantasy even (i.e. Dungeon World) that are a lot more streamlined in terms of “you don’t need to be as familiar with a set of rules in order to play.” That being said, Dungeons and Dragons is classic and is fantastic and I freaking adore it. (I will be completely honest, the only other two systems I know right now are Dungeon World, which is fantasy, and Mech Noir, which holy shit you are playing noir style detectives except in a SCI FI SETTING WHERE YOU PILOT MECHAS and the entire game system is around applying “adjectives” to people like, if you successfully roll against an enemy, you get to pick any adjective you can think of ever from “grappled” to “trusting” to “confused” to “located” and it just makes for such interesting storytelling)
which vaguely brings me to my first piece of real advice: you learn how to play best by witnessing playing happening. if you are a podcast person, I highly recommend either The Adventure Zone or Friends At The Table (or, honestly, if you have the time, both). The Adventure Zone plays DnD, 5th Edition, and it is a super quality family who are goofing off and having fun together and then the plot that arises is like “oh shit I am crying about a wizard named Taako, pronounced taco, how did this happen to me” and it’s great. The Adventure Zone is 100% the reason why I reached out to friends and was like “yoooo is anyone starting a campaign because TAZ has made me want to play again.” Friends at the Table starts with Dungeon World and it is some of the best storytelling and worldbuilding I’ve ever heard? And you will learn so much about how to set things up and go with the flow and the DM talks a lot about his process as offhand comments and you will learn so much. I’ve heard good things about Critical Role, but haven’t listened myself. But get out there, listen, and then don’t be afraid of copying things that you admire. Best way to learn.
If you’re going with Dungeons and Dragons, start with 5th Edition. 0th, 1st, and 2nd are all ridiculously unbalanced, 3 is “actually everyone uses 3.5,” or a combo 3.5/Pathfinder. While 3.5/Pathfinder is a great system and is what we’re playing both in gay murder elf bachelorette campaign and in the math grad departmental campaign, and was the game that I learned on, 5e is a lot more streamlined and they’re aren’t super picky exact rules for every tiny thing you could think of doing, which means you don’t need to be familiar with a vast system full of loopholes and counters and counter-counters to know how to effectively play the game. we don’t talk about 4th edition
Decide who is going to be the DM. There are sometimes comic stores that’ll run weekly or biweekly or monthly games of DnD, but those are almost definitely going to be less story-based and usually are one-shots? And if you’ve got a good group of friends, I recommend just playing with them and not trying to find an external group that you don’t know. I’m vaguely assuming that you’re volunteering to be DM because you’re asking? But if there’s someone in your group of friends who likes writing things or likes managing things or is interested, or if people want to take turns trying stuff out, go for that. The department group rotates DMs (and rotates games) just based on who has something written that they’re excited to try out.
You also might want to ask around to see if there are any people that you vaguely know, or that are friends of friends, who play. You’d be surprised how many people do. I’ve also seen blogs on tumblr sometimes going “hey, I’m running a Skype campaign and I need two or three more players, if people are interested fill out this survey and then depending mostly on times people are free but also what you say about what you’re looking for from a game I’ll pick the players?” or if y’all are in college there is almost always a DnD club somewhere, hidden semi-secret on campus, on the register to get club funding but under the radar because nerds. But you and your friends who are semi-interested will work just fine, as long as semi-interested means they’re actually willing to commit for a bit. So how do you get started?
Get the Player’s Handbook, and the Dungeon Master’s Guide, and read them cover to cover. If you’re playing and not DMing, eh, skip this step, and have the DM do it instead, but the Dungeon Master’s Guide especially will walk you through how to set up things mechanically very well and if you’re going in blind it will be good to have gone through and read it all once. I’ve read the 3.5 DMG cover to cover several times, haven’t read 5e yet, I know that I didn’t like their storytelling tips, but read through it once to get an idea of what mechanics might look like, it gives very good starting mechanical advice.
1. Speed and smoothness of playing are important, which means that sometimes, if you don’t know a rule, you want to make something up on the fly and deliver it with a completely straight face. Everybody does homebrew. Rules are great because they keep things from devolving into chaos and they can settle disputes, but also, sometimes you’ve just got to make a call, and if you make it while looking like you know what you’re doing, everyone will believe you. Similarly, don’t make the same rolls, or the same number of rolls, for NPC characters as you would for PCs. For example, in gay murder elf bachelorette campaign, when Iria was both directing a full assault on a hobgoblin fortress as well as had put herself on the special strike team that was going to sneak in and open the portcullis, the DM made ~one or two rolls~ to see how successful the Caedic units were at each of the points of Iria’s plan, instead of rolling a full battle between ~40 hobgoblins and ~80 elves. screentime is important; if you’re spending too much time on not-the-players, it gets boring for the players, so roll enough dice to decide what’s going on with a tad bit of luck and so it seems like other characters have rules that they have to follow, but you don’t have to let the rules dictate every single thing that happens in-world. you dictate that.
2. Character creation is how you set yourself up for success. Do not underestimate the importance of party dynamics. You don’t all have to be playing best friends or even people who get along–in Spelljammer, Marian and Djin had the character backstory of “ten years ago we were captain and co-captain of a vessel and for Reasons got into a huge fight over nothing and split and Marian took half the ship with her and she thought she’d never see him again but now oops they’ve both ended up jobless on the same station and Marian was already pooling as many resources as she could to try to put together a new ship and Djin arrived a couple months into this and needed the work so joined this ragtag democratic crew, but there’s a shit ton of tension.” This worked because we were snippy to each other in dialogue, when push came to shove, Marian is professional enough such that her whole deal is putting personal feelings aside always no matter what, and Djin takes the passive in passive-aggressive super seriously, so it never meant that the party was sitting around arguing for hours or refusing to cooperate. Meanwhile, I’ve seen and heard of campaigns falling apart because “there are two thieves and one really wants to get to do all the sneaking so they argue all the time over who gets to do cool stuff” or “the evil fighter literally just wants to murder everyone which means everyone else can’t get stuff done.” You can have intra-party strife and have it be interesting, but only if players are doing it cooperatively instead of being at each other’s throats irl. Rule of thumb: if the party dynamics are frustrating the other players, you are doing something wrong.
2.5 That being said, if a party starts to develop into bad dynamics, it is fixable without betraying character! For example, in the department campaign, I’ve been playing a super sheltered youngest child elf wizard from a super established Elvin wizard family (of, like, oh the arcanic postlines that let mail be sent around the continent? Grandpa came up with that theory. Schools of magic identified and classified originally? That was the Maewels) so Seraph is a tad bit privileged and a tad bit sheltered and is uppity sometimes. There was a fighter in the party who liked his alcohol, once missed a huge battle that the rest of us had to cover for him because he’d seduced two women at the inn we were hanging out at before the town was attacked, and typically did things like walk around in the morning with no pants on. And he proceeded to interpret Seraph’s increasing shock and disdain for him (or rather specifically, how upset she was the first time she saw him pantless) as “yeah all women go for me.” The party was vaguely splitting into “Seraph’s side and Silas’s side” so I decided to aggressively interpret one of the battles we went through together as a bonding experience and lo and behold Seraph’s feelings started to change over the next couple of weeks to “you might be an inconsiderate asshole but you’re OUR inconsiderate asshole so only we are allowed to rag on you” and she became one of his biggest supporters esp when they got to his hometown. All you really need is one super solid, proactive player in a party to make sure that things are resolved in a solid manner, so if you’re not the one DMing? Be that player.
2.75 Okay but if you’re DMing, have the conversation with your players as they’re designing their characters about point (2) because good party dynamics are easiest when you get it from the start.
3. Design encounters around the party. You don’t need a traditional setup of “a tank, a mage, a healer, and a thief” to have an effective and fun party. Maybe everyone wants to play a thief, great, design the scenario to be “you have all been contracted by the thieves’ guild to sneak into this party and assassinate this noble, you have three days to prepare and these resources, make a plan” instead of “this is a traditional dungeon crawl where you are fighting big scary monsters despite the fact that none of you are melee fighters.” Similarly, figure out what sort of stories and settings and aesthetics your players are interested in, and then play that game.
4. Make it personal. Ask people about their backstory and then incorporate stuff in. Notice what they become invested in and adjust your plans to include more of that. Give characters individual arcs that fit vaguely into the overall story, but also that they are the semi-protagonist of. Right now in Spelljammer, we’re all dealing with “so there are weird tears in the universe that Password, this Extinct AI we found and befriended, says are reminiscent of literally the entire universe ripping apart at the seams and are possibly why the Extinct went extinct, oh and some random lady gave us this artifact called the Eye and told us to hide it from the Blind King? And now his servants are hunting us? We are literally scav elves this is so above our pay grade.” Except going on as subplots, Algol is being hunted down by this evil overseer of whatever place in Echoside he originally escaped from, Leif got a stone that gives her prophetic dreams, Kimi has been super close to Password and Leif dreamed about them stitching the universe together, and Marian is dealing with an "oh shit I’ve accidentally adopted these three kids even though I don’t do personal” along with “oh god have I literally become the captain of this ship because I AM THE ONLY ADULT LEFT” along with some old friends from her past trying to reconnect just after we got a prophecy about how the last thing the Blind King would send to steal the Eye was someone we loved turned against us. So yeah, sure, there are big Adventure Plotlines going down that involve the entire party, but we’re not doing things just to do them, everyone is personally invested in this for their own reasons. So when you plan a big adventure, both plan places where individual party members get to start both for who they are and what they can do, as well as along the way keep an eye out for things that you can tie in for them.
5. Consequences matter. And not just stuff like “Iria got stabbed really bad first session and nearly died, now every time she goes into rage at the end needs to roll a fortitude save to not fall unconscious, and whenever she rolls a one same deal.” But also consequences like “you were really rude to this person and now they don’t like you and they are friends with the owner of the apothecary, who now also doesn’t like you and marks up prices behind your back” or "you let one of the patrol escape and now the whole army knows that you’re coming” or “you saved this kid’s life even though you were in enemy territory and now five years later he recognizes you even though you’ve been captured and is making sure that the party is taken prisoner instead of killed.” Make NPCs (non-player characters, ie characters the DM controls) recurring characters instead of people that you meet once, and have the way that the NPCs feel and then interact with the players change based on how prior interactions go. Have them care about things and have them remember. It makes the world feel a lot more real.
6. Preparing for a session goes petty much "how much do you like improv”. If you’re chill improvising, you want written down the stats of the monsters/enemies your players are potentially going to encounter, and probably a vague idea of goals, and then just play it by ear. Jeremy (the person running gay murder elf bachelorette and spelljammer) has I think at this point 13 “Books” written for gay murder elf bachelorette campaign, will write long descriptions of characters, settings, has maps drawn, has customized his own random encounter tables, has made his own homebrew system for how spaceship mechanics works specifically so that we could better piece together our spaceship with fantasy duct tape during the Death Races, and overplans every last detail all the way down to “has different musical themes that he’ll swap out and play at different times.” like, Iria has a Trauma theme that is played every time her wound starts acting up. He has collected music for books in advance. He has multiple different theme songs for each of the players in spelljammer. He writes notes about what NPCs are thinking so that he can reference it later. But that’s because he knows that he prefers the things he comes up with when he has time to plan things out, instead of when he’s surprised. He knows his own storytelling style. “eh, an outline and some monster stats” would not work for him the same way that I’ve seen it work for other people. You don’t have to put a ridiculous amount of prep work and writing time into being a DM, you need to figure out how much prepared material you need to run something comfortably, and then prepare that much.
6.5 Understand no matter what you plan, bits and pieces will probably be derailed, and be okay with that. Nothing is more upsetting than when a DM does not respect player autonomy and invalidates the clever things they think of, because it goes against their own plans. I think being a DM/running a story is sort of halfway “you’re writing a novel” and halfway “oh shit except this time the characters ACTUALLY have minds of their own” and striking a balance instead of dominating the narrative makes it fun. Also, it means you can throw in problems that you have no solutions for. During the Death Races in spelljammer, our battery started running out of plasma, which meant that the pressurization was getting all wonky, Leif immediately goes over and says “I have a spell called Reduce Object, can I cast it on the internal casing to try to up the pressure of what little plasma we have left” and Jeremy goes “uummmm sure if Kimi is over there to help you rewire the rest of the battery on the fly because you are SHRINKING HALF OF ITS PARTS” and then that held for three minutes until oh shit it was still low on plasma and Marian ran over and went “wait a second guys I have a Flaming Sphere spell except Jeremy, Jeeeeremy, I’m technically a plasma variety of Light Cleric, my ~god~ that ~gives me my divine magic~ is the collective of star dryads which live in balls of plasma, we’ve established prior in this setting that some of my fire spells are actually plasma spells, not fire, Jeeeeeremly can shove my hand into the empty battery casing and cast a flaming, 10-foot in diameter ball of plasma to try to give us a fuel boost” and Jeremy went “okay fuck it, stick your hand in the battery and cast a flaming sphere of plasma to give the ship a fuel boost, Leif, make another concentration check to hold the pressure.” and it did and we won the race the end we’re the coolest space elves ever. moral of the story: your players will come up with clever things. Sometimes clever things that mess up your plans. Let it happen, it’s more fun that way.
(Iris has come up with a truly heinous but potentially really effective military tactic that gay murder elf bachelorette campaign is actually a bit more delicate because it’s set in a larger world that Jeremy is running multiple other campaigns in and I’m still not sure if Iria is legit going to be a villain that I face off as a good PC one day, or if she’s a historical figure, or even whether or not this campaign is set in the past, but either way the history of this world matters? and the idea that I came up with has the potential to re-shape history? and I told it to Jeremy and he was quiet for a very long time and then thanked me for telling him and so Iria told Talvus in-character and we’re going to see whether or not in a couple of books this ends up changing the entire history of the world that he runs multiple campaigns in or something drastic like that, but hey, player wants to do something you haven’t thought of, “I didn’t think of that” is not a good enough reason to not let them do it.)
7. Decide if you want to write your own adventure, buy/find online a pre-written one, or vaguely do something in the middle. If you’re going for something pre-written, edits bits and pieces as you go to personalize it to your characters. I have a friend who just wrote and published something for DnD 2nd Edition? And it looks great? http://www.drivethrurpg.com/product/229248/War-Wizards-of-the-Wasteland Even if you don’t play a pre-written adventure, reading a bunch of them will give you an idea of what preparing for sessions is like and what sort of information you should have on hand.
8. Don’t be afraid to make up home-brew mechanics, either for the whole party or for an individual player. Jeremy ran a vignette session called “Flight of the Kalla Tukal” in which we were playing a trio of orcs that had fallen through a tear in space and had just managed to get back and were searching for our tribe, which left without us. Except in his setting, orcs are a super psionic almost hivemind race? You meet orcs outside of radiation space sometimes, but they’re usually Not Coping Very Well with the fact that they’ve been cut off from their community. But the Kalla Tukal were still all linked together so we weren’t all going mad. then the other part of being psychic orcs meant that we could at any point attempt to do telekinesis or mind-control something, and the way that it was determined whether or not that worked is roll a d20, except we’re not trying to get 20, we’re trying to roll as close to each other in number as possible. There was one dramatic moment when two of us rolled 4’s or something and it was a critical success. but it was so cool to have that weird drift-comparability mechanic, and, like, the more people in our group that wanted to contribute, the more likely two people were to roll the same number. it was just?????? so cool??????? so if you want your party to all be psychically connected and be able to throw stuff with their minds I totally recommend that.
on a more personal/one-player level, in the department campaign, it has developed that Seraph really wants to be a research wizard like her family before her, and so the DM and I had a long conversation about the topics that she would want to research and a particular narrative impetus for her to start researching, and he came up with five or six new spells that Seraph will be able to invent over the course of the campaign, except because it’s experimental magic it’s going to start out with a 40% partial-to-total failure rate that will go down the more she tries to cast the spells, because hey, she’s working out the kinks. to me, it’s more than “oh this is a cool new mechanic,” it’s the DM cared enough to take the time to work with me and put what I thought was interesting into the campaign. and you have a lot of room to do that by adding your own rules and conventions and what-not. don’t be afraid to experiment, see what works, and then keep those mechanics around.
9. Start small. Don’t try to start with a whole huge epic campaign, you want to start by running a bunch of mini-arcs in different settings so that you get a feel for how to play and how to run things. This also gives you a chance to figure out how your group of friends plays, who is going to be the person that gives you the most scheduling problems, some of them might like the fighting parts more than the “come up with clever plans” or “interact with NPCs” parts, and this will give you an idea of who you actually want in a long-term campaign. Because long-term campaigns go on for years. Like, gay murder elf bachelorette is probably going to be a year and a half if Jeremy and I keep going at this pace? and that’s vaguely on the short side for something that Jeremy runs. A proper full epic campaign can be a huge time commitment, so start out with mini-arcs just to have fun and get used to stuff and because that is something that people will actually be able to commit time to.
I interrupt this long list of advice for another list of advice of potential ideas for miniature campaigns you could run for your friends. or one of your friends could run, if they’re interested in DMing:
COOL IDEAS FOR ONE-TO-FOUR SESSION MINI-CAMPAIGNS THAT I CAME UP WITH RIGHT NOW OR STOLE FROM FRIENDS WHO CAME UP WITH SUPER COOL THINGS
  —as mentioned in a previous bullet point, “you’re a group of thieves planning an assassination. this is how much money you have. each of your characters has one character connection in the city who can help you get items or forge a document etc etc. this is what the castle looks like. this is what you’ve figured out about guard shifts and security for the party. you have a week to plan. go” and then, like. somebody wants to try to pretend to be a noble to get in? fantastic. someone wants to try to seduce a guard? fantastic. sneaking in the traditional way? fantastic. all three at the same time. faaaantastic. it’s fun, it’s short, the way that you would prepare this is you would think about guards, defenses, patrols, maybe some of the nobles at the party are trained in magic or have weird special teams of guards and maybe have agendas of their own, and then what the actual ball itself would look like and maybe make a castle map, but the fun part of this scenario is the players get to be as creative as possible and I guarantee they will think of the coolest things and then you get to figure out how to react to those things in interesting ways to figure out whether or not they work.
  —okay this is a one-shot I have only heard legends about but everyone was playing a rock band of monsters who were about to give a super huge concert in monster city and I think someone had stolen a drum set or a guitar or something and they were trying to dodge paparazzi and get their instruments back but it was also ridiculous sex drugs rock & roll culture and a comedy one-shot that apparently was the coolest thing in the world, but you can’t go wrong if you start with “crazy monster rock band superstars”. during the sequel they went on tour to the human lands and I think wrecked a couple of cities.
  —this one is stolen from TAZ but fantasy WWE, the intro plot setup that is exposition in the first 10 minutes was “a friend of yours who is a famous wrestler just had her partner assassinated before the biggest match of the year, one of you has been asked to fill in for the match, another as the manager, and then the rest of you are trying to solve this murder mystery super quick because your friend is worried she’s the next target”
   —honestly any sort of “huge gladiator/fighting tournament but there’s drama and foul play going down behind the scenes” makes for a really good short arc. there’s a game that actually Jeremy invented that is played irl at gay theater camp called “bloodrush” which is such a ridiculous game, it’s….vaguely fantasy football except everyone also has daggers and swords and stuff and you are allowed to stab members of the other team but only when they’re holding the ball, although cheating is basically a requirement when the refs’ backs are turned, oh, by the way, the refs are vampires. there have been cases at camp where teams waiting in the bleachers for the next match enemy teams have crept up behind them and slit all their throats with foam daggers while the refs were watching the game, or poisonings, or just. anything you can think of, it’s gone down. my little brother once jumped on the biggest baddest counselor’s back, stabbed him in the shoulder, snatched the ball from him, did a front roll, and ran off, and scored a goal and that is one of his proudest moments of his life to this day, basically what I’m saying is you can’t go wrong with “bloodrush tournament” or whatever your own crazy fantasy sportsball game you want to make up and play.
   —“we are a bunch of archeologists who have a little bit of combat or magic training but not too much because mostly we’re archeologists and someone poked a button in a pyramid and oh god we’ve accidentally summoned an ancient race on monsters that feed on human souls, which also apparently there’s a secret military conspiracy that has been watching this site to try to stop these monsters and have come here to contain them but oops also are ready to murder ALL OF US because WE have human souls, now we’re trying to run and hide from both groups and figure out if we can find anything to banish the monsters again” (this is 100% stolen from a LARP written by a friend of mine) (I’m pretty sure same one who wrote the monster band one-shot, actually) (they’re a really good writer, okay)
   —PRISON ESCAPE. Think Guardians of the Galaxy 1. You can’t go wrong with a prison break game. character design will be so fun. I swear I thought of stuff like this separate from Jeremy. Jeremy’s writing a prison break game and has promised that I get to play Captain Jennijack, a genderfluid space pirate who totally woke up in this prison a week or so ago and doesn’t for the life of them know why they are here, there are, like, eight or ten possible things they could think of but they’re not sure which one they’ve technically been convicted of, and I am holding him to that.
   —Honestly, you have a book that you like? A movie? A TV show? One that you haven’t convinced your friends to watch yet? (or one that you have and they will recognize halfway through.) STEAL THAT, write and run a fanfiction game, it’ll be fun.
ADVICE PART 2: PREPARING FOR A LONGER CAMPAIGN ONCE YOU’RE COMFORTABLE DMING AND HAVE FIGURED OUT THE GROUP OF PEOPLE THAT HAVE GOOD CHEMISTRY AND DYNAMICS AND WANT TO STICK AROUND. I’m assuming you want advice for getting something vaguely like gay murder elf bachelorette to run, so I’m going to talk about broad story-based things that I think are important for setting up good stories?
10. Scheduling is key and what is most likely to mess you up. Pick your players carefully, pick people who are invested and who will turn up. If there are people who didn’t get along during your mini arcs, or who just had very different expectations of what the game should be like re fighting/mechanics and roleplaying balance, don’t put them in the same party. Picking a party isn’t about picking your friends, it’s about picking people who work well together as players, and whose playing style matches your storytelling style. You’re better off with less people but who are super quality players and share a vision with you and get along, than letting someone into the game that’s going to mess stuff up for everyone because of outside-of-game social politics. It’s just not worth it. Not when this might go on for years.
11. There’s something really powerful about a story that isn’t about the Chosen Ones, but instead you’re just a group of people who were at the wrong place at the wrong time and now oh shit it’s on you to save the world. Epic campaigns generally become epic, like, you invest that much time and energy into something and by the finale you usually are saving the universe, but be willing to start out not special. Let specialness develop.
11.5 There is also something really powerful about there sometimes being problems that magic can’t fix. Or that just aren’t fixable. If you haven’t read the Young Wizards series go read it and cry.
12. Write in arcs. This goes along very well with starting small, but have there be different parts of the campaign that are semi self-contained as you slowly build up to something bigger, this is also where you start dropping in personal arcs. Arcs also allow you to change up the feel of the game and keep things interesting and keep people on their toes. The Adventure Zone does maybe the best example of how to have self-contained plot-driven arcs that build to something eventually cohesive, all arcs with their own unique setup and flavor. (The Adventure Zone: Balance is a really great game and I really do advise you listen to it, it’s ~70 episodes but it will get you used to the mechanics of 5e, and holy fuck is it a story.)
13. Don’t be afraid to steal plot points from your favorite things. Hell, don’t be afraid to steal the entire plots of your favorite things. Especially if you’re worried about your own writing skills or creativity or whatever? Fanfiction is freaking great, and it’s fun; some of the best games I’ve ever played have been fanfiction of super obscure things that the writer has afterwards told me what it was fanfiction of and it was so freaking fun to go read/watch the original after I’d already played an even cooler version???? It’s also pretty easy to start out fanfiction and then through developing personal arcs and following party interest, ending up with a story by the end that is entirely original and you. So write fanfiction if you don’t have any ideas, or honestly, if your fanfiction ideas excite you more than when you sit down and try to write with a blank slate.
14. You’re not limited to a high fantasy setting. Honestly, standard high fantasy/dungeon crawl stuff has gotten pretty boring for me? (although the department campaign is pretty cool, but that’s only because it’s high fantasy but we slip in jokes like “Seraph marches downstairs in her pajamas and channels her mother to start yelling at the innkeeper about the utterly terrible customer service of getting poisoned, non-consensually, and that she would like to speak to the manager of the local thieves’ guild to lodge a complaint” because even though it’s high fantasy, it’s funny. TAZ does really good high fantasy too because of how they weave a whole bunch of other stuff in.) but, like, YOU CAN DO DND IN SPACE. you can do modern urban fantasy. you can go post-apocalypse. you can go post-high-fantasy-apocalypse. you can play a supernatural style game. it’s your world, make it whatever you want.
14.5 It is possible to play things that are mechanically the class in the book, but have a different interpretation in the setting. Or just to works differently in the setting. in spelljammer, elves don’t have gods, and I vaguely developed over the course of a couple of months an old belief system that was pretty old even when Marian was a kid that she just pseudo-learned and didn’t quite believe but is now revisiting, and the difference between divine casters and arcane casters is actually just “magic is vaguely a part of physics and most arcane casters are tinkerers who are doing it via weird cool gadgets or are pseudo-scientists/engineers in their training and approach to magic, while for divine casters it’s more of an internal, feelings-based thing.” I’m also very very excited because I have developed a super intense and specific lore that is canonically what elves used to believe and what Marian believes, but might not actually be how the world and death specifically works at all, so I’m bouncing up and down on my feet waiting to discover what’s going down behind the scenes with gods in that campaign, instead of it just being “oh yeah choose your gods from the gods in the book.” in the department campaign, Seraph is from a family of wizards and thinks that she is a wizard even though she is actually an arcanist, because the world doesn’t have words different types of casters esp niche types of casters yet. the DM and I are planning for it to be a huuuuge surprise now that she’s leveled up enough to have access to “arcanic exploits” which are at-will abilities that wizards don’t have, and it is going to be an in-character process of her discovering that she can do something that according to the known laws of magic she shouldn’t be able to do, and now oh shit she has to research it. even though mechanically, we’re going pretty much entirely by the book, the book doesn’t exist in the world! characters don’t know what players know! make it interesting to discover things that you as a player might otherwise take for granted!
14.75 make magic and fighting sound cool, and design how you describe it to be specific to the setting or the culture. in gay murder elf bachelorette campaign, the way that Caedic casting works is you first have to draw a rune in the air that then hovers there all glowy, and then you “thread the needle” which is projecting power through it in a very specific manner, I’m pretty sure that Surrians cast differently, magic works different in different parts of the world. having a melee fight scene? describe how people exchange blows back and forth or let them choose how their killing blows will look or just make them feel like badasses whenever they try to do a cool thing because it’s cool. I am used to playing magic/caster characters just because I generally am more familiar with magical mechanics than fighting mechanics and magic has always been more interesting to me but holy crud I have never had a fight scene so fun as the one when Iria had led a researcher from the Black Lotus Labs to a fae font that she’d found scouting in the woods and this seaweed creature eventually attacked them and she did a badass holding it off with her scimitar an then Vennikus, the researcher, tried to throw a cold iron knife at it but missed, and so Iria, who had been training in two-weapon fighting, saw the knife, did a front roll underneath the monster’s next swing, picked up the knife, exchanged a flurry of blows with the thing now two-handed fighting which eventually ended with her doing this super badass throwing both weapons in the air and catching them to switch hands, leaping on the things back, slashing so deep with her scimitar that it finally got through all of the seaweed and cleared it before it could get back to a weird, pulsating green heart, which then she drove the cold iron blade into all the way up to its hilt. which was so much cooler than “oh shit I rolled a crit on my scimitar hand and confirmed it and I guess that deals enough damage for this thing to die,” nah, I drove a cold iron knife into that thing’s pulsating heart and so that’ll be a scene that I never forget. Even when I miss Jeremy makes me sound cool because then when the enemies miss he talks about how good my footwork is or how well I’ve drilled to block these exact kinds of blows so the Surrian had no chance because my training kicked in type deal. it makes fight scenes more than just rolling dice, and thus easier to get engaged in.
14.8725 I swear I didn’t start out this essay as an “I’m going to sing the praises of Jeremy for several thousand words”
15. It’s always interesting when you have mechanical reasons for players leveling up. Or for what their classes are. That’s always a tricky one to balance, and it’s one that I’ve been doing aggressively as a player? And to be fair, if your players start out with young and fairly inexperienced characters, “I am gaining experience at doing a thing” is a perfectly good narrative reason to level up. You want to play an older character? One of my friends is playing a 150-year-old orc who was a Great Adventurer back in the day and retired to take care of great-great grandkids and is back in an adventuring party now but wheeee is starting at level 1 because they’re out of practice oh, and they have bad knees. There’s also always the option of “I hurt myself real bad and I’ve been recovering,” leveling up isn’t ~gaining new experience~, it’s slowly getting better through whatever your injury is. or just you can write this off as an unavoidable mechanical aspect of the game, eh, not that important, I just love it when tiny details match up. This isn’t actually an important point, I’ve kind of moved on to the “picky details that I care about” second of this advice rant.
16. Make the unexpected important. JEREMY GAVE ME THE MOST ADORABLE PET SPACE OCTOPUS AS A FAMILIAR AND I HAVE BEEN ASSUMING THAT VELO IS JUST VELO AND THEN JEREMY MADE SOME SORT OF A SIDE COMMENT ABOUT “YEAH VELO IS NOTHING LIKE YOU’D EVER HEARD OF BEFORE” AND YEAH DUH BECAUSE THE LIL’ BUDDY WAS SUMMONED THROUGH A MYSTERY SPELL IN A MYSTERY PIECE OF EXTINCT TECH BUT NOW I’M FREAKING PARANOID OUT OF CHARACTER THAT VELO IS SECRETLY AN EMISSARY OF RAT JESUS OR SOMETHING. but also just, like, nothing is cooler than “oh that tiny thing that happened when you were level 1 that you didn’t really think much of and it’s just been vaguely a thing you’ve carried with you for the adventure? turns out it was the most important thing in the world!!!!!” just. good foreshadowing. unexpected foreshadowing. it’s great.
17. Your players will invent stuff, either as a part of their backstory or as something that they’re interested in. Let them, especially if you don’t have a previously established canon opinion on the thing. This is 100% a self-serving thing of what I wants DMs to do when I’m a player of, like. I really love getting to write stuff into the setting, but also it’s because good improv means go with the flow. Someone says something? Work it in, oops, it’s canon now. This can be both on-purpose or accident; in the department campaign, I wanted to write in-character letters to an NPC in my backstory from the beginning, except goddamnit I didn’t want to have to deal with “and it’ll take a couple of months for the mail to travel across the country to get to them,” so I made an offhand reference in the email that I was sending the DM the letters of “can we say I just threw them in the arcanic postlines,” which then, like. After doing this about five times I sat down and wrote out the exact magical theory about how arcanic postlines should work considering how we’d said that they function in-game and the DM went “okay, sounds great, that’s consistent with how we’ve been dealing with these letters for the last two months” and that is why the fantasy world of the departmental campaign has a highly functional postage system. On the improv end of things, there is a beautiful moment in The Adventure Zone where the wizard just, in-character, teases another wizard about “ooooh, don’t want to burn your spell slots,” and the DM just went with it and suddenly it became canon that instead of spell slots being a behind-the-scenes mechanical thing that doesn’t exist in-world, it was a legitimate way that wizards referred to how much magic they could cast a day. Which I love so much, that’s so interesting for a high fantasy setting. Letting players add to the setting will bring in cool new things that you didn’t think of, and you should be open to it.
18. First priority is everyone should be having fun, and communication is key for that to work. Debrief sometimes after sessions. Ask people what their favorite parts are. listen to them chat about their theories. follow up on actively developing framework for the things that people think are fun. ultimately DnD is as much about friends getting together and having a good time as it is about telling a huge, epic, intricate, interconnected story, and the huge epic stories are a lot more fun if you’ve been having fun the whole way along.
All that all being said.
Don’t expect your campaign to look like gay elf murder bachelorette campaign, the way that I am playing in gay murder elf campaign is…..a bad way to play in a party? Being a conscientious player means being aware that the overall story arc isn’t just about you, it’s weaving together about everyone and there is always a part of me that is thinking about “is everyone getting equal screentime” and going “I AM IN LOVE WITH THIS NPC JEREMY SHE’S SO GOOD AT FIGHTING OH MY GODS THAT MURDEROUS LOOK SHE GETS WHEN SHE’S FACING OFF AGAINST SURRIANS AND SHE DOESN’T THINK ANYONE IS WATCHING JEREMY I AM IN LOVE” and, like, actively going over to try to talk with her any time I had the chance to ever and insisting on sparring with her any time we had free time and insisting on having a bunch of scenes with Talvus of “oh my god Talvus help she said three whole words to me what does it mean” which made all this the gay mess that it was would have been something that I wouldn’t have done if there were other people in the party with other agendas; gay elf murder bachelorette campaign gets to be gay elf murder bachelorette campaign specifically because Jeremy and I realized “….wait, there are only the two of us, we can get as ridiculous with this as we want” and have decided to commit. Fully. But that’s not the sort of shit you want to pull if there’s a whole other group of people who just kind of have to sit and watch every time you want to go over and flirt with your murder-rival-who-will-maybe-one-day-be-your-murder-girlfriend before they can do the stuff they want to do.
(As a secondary warning note if you’re doing any sort of roleplaying and are playing a fictional character in love with another fictional character being played by a friend of yours, you better be on the same page as your friend as, like, one of you not having a secret crush on the other in real life because shit gets messy and then real life and character stuff starts to blend and it’s just. I have been there and done that when I was a 17-year-old Gay Mess and I feel like it is my responsibility as a 22-year-old Slightly More Responsible Gay Mess to warn you against that. Jeremy and I know each other very well and have for years and know each other’s boundaries and talked about triggers and boundaries before starting this campaign, which to be fair was more because as a villain campaign dark stuff is probs going to happen but we have talked about fictional romance too , but I would not play this intimately with someone I didn’t trust intimately. So keep that in mind when designing things?)
ALSO THAT BEING SAID
if you want a gay elf murder bachelorette campaign, there is a game called Monsterhearts that I have never played but heard about friends playing and they all freaking love it and there are a lot of undertones about dealing with mental illness and being queer and in the closet and the entire setup of the game is y’all are monsters in high school having love life drama and everything I have heard about this game is how remarkable it is combined with stories about the most ridiculous teenage drama, sooooo possibly after I have ranted for 8000 words about how to set up a functional Dungeons and Dragons campaign which the party and DMing advice still I think applies to any game Monsterhearts might be the game that you want to start with.
BONUS: ADVICE FROM JEREMY.
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otherpens · 8 years ago
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So Critical Role looks like something I should be aware of, but I know absolutely nothing about D&D or how it works (Is it even a game of D&D? That's how little I know about this). My question to you: should I watch it anyway? Will I be able to keep up with what's happening?
Okay SO I just got into it a few weeks ago myself, and it may seem daunting because the episodes run long but honestly it’s kind of a thing you can run in the background or a tab ‘cause there’s stretches that are math or bathroom breaks etc.
It is D&D, kind of.
It is a group of friends who happen to be voice actors who got together a few years back for one person’s birthday and he said he wanted to try a tabletop RPG. They all enjoyed the one-off campaign so much that they made it a regular thing, playing Pathfinder, which is kind of like an alternative to D&D but shares many common elements.
They then were approached to make it a live streaming feature of a web channel, and decided to make the switch to D&D 5th edition as that brand is just generally more recognizable–however the game they have ended up playing is what they call a “homebrew” version of D&D with some changes made to accommodate the transition and also just what the DM and players prefer. Apparently this has miffed some stricter nerds but as most people don’t fall into that category, screw it, they’re having a blast.
So each player has their character who they have already privately been playing for a year or two in these fun sessions at this point, so at the start of the streaming series they have established some backstory as a group and as individuals, having gone on adventures and become loyal companions and friends (though they certainly don’t always agree or get along!) Some characters come and go on the basis of player availability as it’s live on Thursday evenings when they film and stream it, but these changes are deftly woven into the narrative by the brilliant Dungeon Master, Matt Mercer, who handles setting up the world of the story and populating it with NPCs (non-player characters) who may interact with the played characters to offer information, alliances, conflict, or even just silly fun. The characters and their choices drive what happens, however, and so there are times where Mercer has clearly got A Plan but then the players chose to go do something completely different and he just has to go with that flow and it’s amazing. Apart from rare expressions of baffled surprise or helpless laughter at extreme ridiculousness, Mercer has a hell of a poker face and an uncanny knack for imbuing dozens of different NPC characters with distinct voices, mannerisms, and their own inner lives. Like that alone makes it worth watching.
BUT WAIT, THERE’S MORE!
Every one of these goddamn players is a goddamn master at playing with humour and tragedy in equal measure and their improvisational skills and creativity are stunning. A merry band of misfits and every one of them managing to have moments of being adorable dorks, amazing badasses, frickin dummies, and heartwrenching infants who just need to be held by me and kept safe forever and ever.
I didn’t really know much about the mechanics of D&D when I began watching but they really do explain a lot as they go as well as having some early videos where the DM explains things in a tutorial. Basically each character has stats–numbers of points on a range of high to low which affect parts of their personalities and skill sets. (My terminology is paraphrased here so bear with me.) These numbers may then be modified with basic addition or subtraction by the following: racial qualities - skills/abilities granted on the basis of their species and its culture; class bonuses - basically whatever their chosen “career” is…rogues/thieves have boosted stealth, fighters have better attacks, etc.; as well as modifiers linked to any objects/tools/armour/magic that the character owns or has access to. These modifiers may be physical/practical or abstract/magical, and may add OR subtract. (One character, famously, wears plate armour which gives her a higher protective armour score and a lower stealth score because of all the noise it makes when she moves.)
Then, to add the elements of fate and whimsy to the choices made by characters and in their conflicts and interactions with the world and characters around them, the DM guides players to roll “checks” for abilities when they want to try something, to see if it is a success or failure. They roll from sets of many-sided dice of varying numbers according to a rule set I don’t pretend to even begin to understand but as long as the DM knows, you’re golden. These base numbers given by the dice rolls can then be modified by character stat numbers and their modifying objects/magic, should they choose to use them. Obviously a higher score means a better outcome and lower score may lead to indifferent or even negative consequences. These numbers are interpreted by the DM (who often rolls his own dice and keeps his own notes to determine where his own NPC characters are in reaction to the played characters,) who gives out an explanation of how the character’s attempt panned out, and where it takes them, next. A “critical roll” is where a player rolls the biggest 20-sided die and it lands on either a 1 or a 20–as these are before any moderating scores are added or subtracted they are known as “natural” ones and twenties, and they themselves have a moderating effect when they occur, doubling other points rolled for a more effective and lucky outcome, in the case of a 20. I don’t know what a Nat One does exactly in terms of numbers but safe to say it is never good and sometimes so bad it’s funny unless you’re actually in a dire spot of combat.
Because the characters can actually die. Permanently. Resurrection exists in this world but the rules around it make it HARD and uncertain. One character did die in a battle before the steamed show began and though she was brought back to life it is clear that the event shook the foundations of this character’s life and she’s still struggling with the fallout of that event in several ways. One wrong turn, one moment, one unlucky roll of a dice and nobody, not even the DM, can say “do over”. These are characters they’ve built and played for years as friends and now on a popular show and the emotional attachment is extreme. I won’t spoil anything but the risk is real, and everyone knows it all too well. Which, for me, is part of the excitement and fascination. It’s so well-written, and yet it’s not written, at all. It’s a complex and beautiful and funny and tragic and exciting adventure and it’s solely built on the commitment of these disgustingly-talented friends to a rich and wondrous world and characters they’ve come to love.
Clearly I could talk about it forever so feel free to ask me any more questions you might have! And there’s heaps of spoilers in tags if you wanna stay clear of them so I’ll do my best to keep my responses clear of the magnificent twists and turns.
So YES please give it a try (archived episodes are all on YouTube on the Geek & Sundry channel,) and you’ll totally get what’s going on. Mercer explains things pretty well, for the players and the audience. They jump right in with a new adventure and there’s an intro bit where they narrate character backstories, for the first several episodes.
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