#and I joined a drawing D&D campaign so if i dont draw that my character will die
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alicelethimeat ¡ 10 months ago
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DAY 4- PHO!
Edited: OH GOSH I didn't realise the Pho is not cooked properly!!! Cooked properly now....
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secretsappyabode ¡ 3 years ago
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Howdy Tiff! I wanted to ask: what are some ways you and Dipper like to spend quality time vs you and Mabel :D??
Also!!!! Have you ever drawn your s/i wearing a Mabel sweater just for her, made with love? If not ..... Well, ofc I'd love to see if you ever get inspired to draw it!! 🥺👉🏽👈🏽
Clover @tex-treasures
AAAAAA MY BELOVED NIBLINGS!!!!
dipper
monster hunt, monster hunt, monster hunt, mONSTER HUNT- (mabel joins us too) 
we play dd&md! sometimes with ford, sometimes just the two of us. whenever he creates his own campaign, sometimes i help out with characters and story, while he works on puzzles and world building.
star trek marathons! i mention that i never got fully into it when the show was airing and he just brings out an entire powerpoint presentation about why i should watch it 
speaking of powerpoint presentations, a thing we do with the whole family is hold a mini pp contest! we choose whatever topic we like and our main goal is to gush as much as we can! eventually soos and wendy joined in, then candy and grenda came along, eventually it turned into a mini town event
sometimes we just sit and talk! whatever comes to mind. sometimes dipper needs someone to lend an ear, sometimes i retell stories about ford, stan and my younger years. it always ends up in a big discussion about true crime cases and the theories behind them lmao. no matter what, we can always have a conversation. 
I DEFINITELY TAKE HIM TO CONVENTIONS LIKE COMIC CON AND STUFF. any chance to nerd out at some fandom stuff!
i help ease him into karaoke with mabel and i. eventually, he enjoys blasting babba even when ppl are present.
mabel
knitting cluuuuuuuuub!! sometimes we race each other on who can knit a sweater the fastest
mabel always asks if we could do each others hair and nails. this evolves into plenty random conversations, truth or dare, would you rather, 20 questions, games like that
being the romance nut that she is, mabel loves to hear how her grunkles “woo’d” me in our younger years. i end up telling embarrassing stories about them, to which they get flustered from (sorry, you two are just so easily teasable <3333 /lh)
sometimes it leads to The Talk, in which we discuss romance in general, and how it’s not super necessary in life. we talk about love of all kinds, and love for oneself. “mabel i have seen and done a whole bunch of things and let me tell you, romance is OVERRATED. never think that you’re failing if you haven’t achieved it yet. and if you do, im sure whoever they are will be very lucky to have you.” “thanks grauntie tiff, but arent you literally dating my grunkles?” “my point still stands.”
i teach mabel singing and dancing: broadway style!!!! 
i take her to see plenty musicals as well. best seats in the house too. and if i’ve ever worked on one, i help sneak her backstage and give her a bts tour. “mabel sweetie you dont have to sneak through the vents of the theatre, i can just take you with me.” “wait how did you know i was sneaking in???” “you tend to leave glitter wherever you go. also i found this broken lock outside.” 
RANDOM DANCE PARTY FOR NO REASON!!!!!!!!! 
there’s plenty more that we get up to for sure. that being said, i def spend time with them both together. they’re my wonderful little munchkins and i love to watch them grow. also, i cannot believe it has taken me this long to draw my s/i in a mabel knit sweater but finally here we are. 
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ishunter798 ¡ 4 years ago
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Baldur's Gate Download Mac
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Download Baldur's Gate: Enhanced Edition for Mac OS. Play a classic old-school PC RPG game on your Windows with Baldur's Gate Enhanced Edition. If says your OS is not compatible, double-click “Baldur’s Gate 3” in /Contents/MacOS/. Version 4.1.84.2048: Release notes were unavailable when this listing was updated. MacOS 10.15 or later, 64-bit processor. Screenshots Download Now.
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Baldur's Gate
4.5 / 5 - 8 votes
Download extras files Manual, map and refcard available
Description of Baldur's Gate Windows
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Siana
A dark, slender figure enters. Shafts of daylight flow into the room until the door closes once more with a loud bang. The room is so crowded that making one's way is a delicate task. Commoners run about to and fro, maidens carry large trays with slopping liquid and the noise is almost unbearable. The floors creak, glasses clink together in toasts and patrons scream for ale. The stranger emerges from the crush by a table and sitting herself down glances at the door. The air about her seems to crackle with a form of electricity, she seems almost ethereal, although human.
Moments later, more adventurers arrive. The locals become nervous as the tension in the room rises. A half-crazed warrior speaks, with his sword swung over his back, to a small, furry creature (is it a hamster?) and makes his way to the strangers table. As they begin to converse in low tones, another woman makes her way across the room from the bar. Standing nearby, in a booming voice she speaks to the stranger, 'Siana, isn't it? There is no doubt, you fit the description,' and promptly draws her sword.
The Sword Coast
Welcome to the most addictive realm in the universe: The Sword Coast of Forgotten Realms. How many thousands of people out there have wasted many an hour with paper and pen, or in titles like Pools of Radience, Eye of the Beholder , or any number of campaigns or computer games involving The Forgotten Realms? O.K. don't scream yes all at once! :-). How long have we waited for something new? Something to come along and fill that craving ache that the Dungeon Master can no longer fill because they burned out 10 years ago after running games for 10 more? How long, I say, how LONG? Yes! I hear you, you are shouting across the globe, TOO LONG! How did we all hear that? Easily, by the number of copies grabbed up and off the shelves of the one game to promise it to you once again. Really the first game to sell like seriously tasty hot-cakes. Interplay couldn't burn them fast enough and those who had them were the envy of every group of gaming friends across the world. I still to this day play on a mud located in Finland, there was NOTHING but ' BG ' chat on the wizard channel. What day are you on? Where is that blasted magic ring? I just found Volo, damn that Captain. I just got to Cloakwood!!! Talk about community addiction, no one could stop playing. Even here at GDR almost every editor is playing Baldur's Gate and cannot stop. Is it worthy? Hell yes, how can the whole world be wrong!? But really, let's have a look.
Single Player Mode
My kingdom for Multiplayer! Single player mode in Baldur's Gate is fun, and tough. But it's not as good as multiplayer and there are a few reasons for this, which I will explain presently. Single-player mode allows you to play through the story with one character which you create at the beginning. Your character may then form a party by including NPCs found in the game or just go it alone. Yes, the game is even solvable with a single character, but so far (or as far as I know) only by one particular class. In general, players will instead group with mages, thieves, clerics or whoever else turns their fancy. Each NPC has their own personality, while one may be sniveling and insecure, the other might be half-crazed. A spectrum from good to evil in all the neutral, lawful and chaotic combinations ensures the traditional AD&D; variety.
Single-player mode does have its charms. Creating your character in the traditional way by choosing race, class (dual and multi-classes available), gender, abilities, alignment, proficiencies and spells to start with. You must also select your name and portrait, and your icon appearance and roll for your stats. If you've played any of the old Forgotten Realms CRPGs you will feel right at home with this. Most of the AD&D; 2nd Edition rules are adhered to, with slight changes documented to make the transition to computer game. Bioware have done an excellent job of this, and it may come as a shock to those less familiar with the rules, since progression is slower and more subtle than in other computer games which are loosely related, such as Daggerfall where progression was quite easy.
Once character generation is complete, you begin your story in the town of Candlekeep. 'This citadel of learning stands on a volcanic crag, overlooking the sea.' From the opening animation of a Vader like character beating and torturing a poor knight, you do know that something evil has begun a campaign of some sort along the Sword Coast. In Candlekeep, you learn that you are the ward of Gorion, that you know nothing about your past, and that your peaceful life in Candlekeep, where books are a ticket into the gates, is threatened by some mysterious danger. It is this danger which drives you and Gorion from Candlekeep and onto a journey which will take you across the wilderness and through the towns between Baldur's Gate in the north and Arm in the south.
Go for the eyes Boo!
The story then in Baldur's Gate takes precedent. That is, you eventually progress toward solving the mysteries behind the danger threatening you. There are however, numerous side quests to follow, items to search for and monsters to destroy. Each area is a large 2D map which you can either spend time clearing or move directly through to get to your next destination. A large overview map is used to select the area you want to go to, and time is added (such as 4 days) to the overall game when you move from one city to the next. Sometimes you may be waylaid by monsters or bandits, and this might occur at a map which you normally cannot select.
Communication with characters is the main source of information and story progression. You often can choose a way to role-play through talking to NPCs and it may even affect your reputation. Reputation is related to alignment (if you are evil and doing nice deeds and improve your reputation you may loose your evil party members who think that's a toss). When playing single-player mode, it can be difficult in beginning to sort out a party. You are presented with NPCs of various alignments and skills and must compile a group that will live (literally. Ed) with each other. Since there are not so many in the beginning it can be tough going, especially if you are a mage (generally weak and cannot wear armor) and really need those extra members to survive. If the NPCs do not get along, eventually they will leave or attack you. Even still, I managed to keep good, neutral and evil aligned characters together by playing a lawful evil character and travelling both by day some of the time and by night the rest. They bitched and moaned and were nasty to each other, but with a medium reputation (of 10) it seemed to work.
This is one of the drawbacks of single-player mode however, you really are stuck with whoever you find, rather than creating your own party. In some sense though, this was humorous because they behaved in ways which were totally unexpected and added to the sense of being on a journey. At the same time, it meant that they were not my ideal type of group.
Although it wasn't my group, the role-playing aspect in single-player mode was much more rich. For one game (I have two running), I have the Ranger Chaotic Good leader grouped with Imoen, Neutral Good Thief NPC (childhood friend to my character). They were joined in the woods by a Chaotic Evil Necro and a Neutral Evil Thief. They stayed grouped from the woods to The Friendly Arm. Then, after grouping with the two friends of Gorion in the Arm, we went upstairs and I let the evil thief try to steal first from a chest, he was unsuccessful with lock picking, then attempt a pick-pocket from a noble. Well, the noble caught him and a fight ensued...the characters started shooting arrows at all the nobles. After firing arrows and killing the nobles the characters all started talking. The good chars said, 'I dont think I like how this group is being run!' The evil necro said,' Oh, for the first time this group is becoming palatable!' :-). Anyway, more than half were pissed off and wanted to break group. Worse yet, since Rangers are meant to be doers of good deeds, immediately the reputation changed and my character lost her Ranger status. So, role-playing with NPCs really works.
Bring me some ale!
As you travel, you enter taverns, private houses, farms, woods and meadows. These rooms and outdoor areas are beautifully rendered and are the most unusual to date, absolutely fascinating. Looking sketched or painted, these maps have shadows which change over time, and eventually become dark as day turns to night. Rain or light snow falls and crystal clear rivers are filled with small stones and approachable islands. Your characters move with distinct behaviours and certain terrains, such as mountains and cliffs, are impassable. Actually this provided some problems with path-finding, which has recently been addressed in a beta patch. Both interior and outdoor scenes are augmented by excellent sounds of people moving, shouting, doors opening and closing or birds and animals moving about. The wind rustles, a monster cries, it's all in a days work on the road.
101 Kobolds
Combat in Baldur's Gate is different from its predecessors, as it is in real-time. The combat method is based on AD&D; rules adjusted to real-time, so instead of a 60 second initiative period, each character is given 6 seconds. The speed with which a character attacks is a number between 1/10 and 10/10ths time per round and the initiative is decided by a combination of rolled factors: ability, situation, and chance. Whether a character has a successful attack still depends on their THAC0 (To Hit Armour Class 0) and their attack roll. Critical hits and misses are decided by the attack roll, 20 or 1, respectively. Strength, dexterity, modifiers and weapons all affect attacks. Casting is treated in a similar way, although spells must be previously memorized (rather than being based on the mana of the caster) and can be disrupted in combat if the caster is hit.
This real-time aspect to AD&D; combat takes some getting used to, actually most everyone I know uses either the selection of different types of auto-pause (such as pause after every round for each character) or the space-bar to pause combat. I initially started out with autopause and then switched to space-bar. The reason is that combat is too difficult to control real-time. Firstly, although you control each of the NPCs as well as your character, to play without pause requires using the A.I. scripts provided or making your own. A.I. has 3 different settings for each class, for instance you can play your mage defensive or aggressive. The problem I had with scripts was that they did not control the characters well enough. I often found my mad necromancer in the middle of combat, after he had fired off all of his spells using his piercing weapon. Meanwhile, the warriors ran off, chasing their fleeing opponents, only to run into a nest of new monsters. This led to the group breaking up, and often added too many enemies to the battle at once.
Therefore in single-player mode, I resorted to pause and handled all of the combat on my own. Grouping archers and mages to the back, warriors and thieves at the front. Handling each fired spell, and every attack. Archery was a wonderful tool, and one of my main combat methods. But another problem I had was that archers, when in heavy combat against a large number of monsters, would use up the 3x20 arrows in quivers and then require changes. In single-player going to the inventory window of the interface immediately causes the real-time combat to begin again (a choice Bioware made in order to simulate a change of weapon in combat) and thus things were running in the background behind the inventory screen (which I could not see) while I clumsily made the change to add arrows. Some of the reason for this is that monsters will 're-pop' in an area (pop up again) after you have killed the first batch. This means that you can continue fighting all day, not that realistic and one of the niggles.
On the other hand, Bioware have provided some excellent options settings to ease the difficulty of real-time combat. Almost every spell and action can be mapped to keys using a convenient set of configuration windows so customizing your combat is not uncomfortable.
Finally, this group is becoming palatable
Despite the niggles mentioned above, single-player mode is a more challenging way to play Baldur's Gate. By sticking it out through the first stages, I learned the interface and created my own ways to deal with situations and my NPCs. As the story progressed, and the more involved I became, then the more trouble I had giving up characters that I had gotten used to for new members that came along. It's actually better to make some tough choices early since the characters which join your party gain experience, and therefore levels, along with your main character, building up their powers over time to help with the more troublesome events that come much later in the game.
Aleya
Journal Entry: Day 77, Hour 12 (17 Flamerule, 1368)
It was about noon when my companions and I set up camp in the Cloakwood Forest, giving me my first opportunity to update my journal since leaving Beregost. Strange monsters and human bandits beset the road to this beautiful place and my companions and I are weary from the seemingly endless battles. It is a rare pleasure to be able to stop and enjoy the beauty of nature.
I have to admit that I would have never dreamed myself living this type of life. How could I have predicted it when I was growing up amongst the serenity of the books at Candlekeep? Now my old friends and I are being hunted for reasons I'm not sure of, my foster father slain by a mysterious armored figure. Gorion believed too fervently in the need for the powers of good to prevail, but he was a caring and generous man. Why he or I would have enemies this powerful is a mystery to me. Well, at least I have the comfort of my friends who I have grown up with and trust completely. It would have been much harder had I needed to rely on the strangers I have met in my journeys.
Something out there is tipping the balance of power to the side of evil. I understand the need for evil in this world, but this lack of balance is forcing me to have to tip the scales back through good deeds and heroic actions. To be honest, though, I would much rather stay here with my fellow druids in Cloakwood. It would be wonderful to disappear into these woods and not return to the mess that is human civilization, but I feel something stronger calling me. These strange dreams I have been having would indicate that there is something lurking just over the horizon that I haven't grasped yet. Perhaps I will learn more when I find that mine and talk to whoever is in charge there. Perhaps.
Multiplayer
This game was so big it took two of us to review it - Karen focused on playing the game through in single player mode, and I played the multiplayer mode with my husband over my home LAN. Interestingly enough, Karen and I had two different experiences playing the game although we both shared the same addiction to it. Let's face it, this game is nothing short of incredible. I generally don't play games like these through again, but as I write this, I'm on my fourth full game of Baldur's Gate and still enjoying it as much as I did the first time through.
Baldur's Gate 2 Enhanced Edition Mac Download Free
While some of the issues Karen had with the single player mode were resolved by multiplayer gameplay, I didn't see some of the interesting NPC features she would have been able to see. Creating six custom characters definitely has its merits, such as being able to create the exact type of characters you want rather than hoping the game will supply them for you. However, doing so prevents the player from seeing the interactions that take place between the NPCs in your party and other characters in the game world. Each NPC has his/her own unique personality and history that affects the way some quests are solved and can even influence the flow of the storyline.
Custom characters do not have much of a personality, nor do they have any sort of history aside from 'you were a friend of the main character at Candlekeep'. These custom created characters are not as likely to break and attack the party for acting outside of their alignment as NPCs are. My husband controlled both a neutral evil Thief and a lawful good Paladin; he enjoyed sneaking away from the rest of the party to take his characters on house raids in the major towns while I wasn't paying attention. Granted, he left the Paladin in the living room while the Thief roamed the house and stole things - but I still would think that a character with a lawful good alignment would have a problem breaking into houses. Nor would a Paladin really be able to tolerate being grouped with an evil character in the first place. These differences aside, the story line and subquest structure of both single player and multiplayer is exactly the same.
Multiplayer mode allows far greater control over the characters, which is why many players chose to play the game in this mode instead of single player. Each player in the game session controls a certain number of characters, and to make up for the fact that there can be up to six people playing the game at once, the game does allow you to enter the Inventory screen while paused. This complete control over the characters meant that I never had to worry about auto-pausing the game in battles as Karen did to ensure my characters were doing the right things. I never ran out of arrows, potions, or anything else. However, I did notice that the character scripts still had an effect if you chose to set them; when I set my fighter to aggressive I had a much harder time controlling him, as he tended to run and attack anything the instant it turned into an enemy. Unfortunately, this meant that if I accidentally made townspeople angry he would generally kill them before I had even realized what happened - but this was easily fixed by turning off the scripts.
Lots of Options
Baldur's Gate offers an amazing amount of control over how the game is played in a game session. It is very easy to set up a multiplayer game, and just as easy to join one in progress over the Internet or LAN. Each game can be protected using a password to keep unwanted players from joining. The player on the server machine (or the 'leader') has the power to decide - on a per player basis at any point during the game - whether or not the other players have the ability to modify characters, spend gold, initiate dialog, view other character records, leave an area, pause the game, or modify permissions.
The leader has the power to kick other players from the multiplayer session instantly or decide, using the Character Arbitration screen, which player controls which character(s). Because of the fluidity of multiplayer game play, characters can be added, deleted, or reassigned during game play on the fly. At any point during the game, the leader can completely change the dynamics of the party, deleting all the old characters and creating completely new ones if he so desires - although any party manipulations mid-game like this drop the party reputation back to 10 or 11. The leader also dictates how player import works. One can choose to import a character into a game with all experience and items, with experience only, or at with no items or experience.
The fact that characters can be imported and exported with full items at any point in the game helps protect players against player killing - the leader can either revert back to a saved game or you can just import your character back in. An added bonus to this import/export option is that it also allows for some interesting cloning experiments in terms of both player characters and items. Just as a test of the import process (it isn't considered 'cheating' when done as an experiment, right?) I managed to clone in five copies of my fighter for an extremely tough battle. I dismissed the other five people from the party temporarily, then had them rejoin after I sent the five 'clones' into battle to be killed. By cloning the fighter, I not only duplicated him but also any items the he was holding when I exported him. I could pick these items up from the bodies of the dead 'clones' and redistribute them within my party, allowing my characters to be equipped with multiple copies of very rare magical items.
The game is designed to run in asynchronous mode, which means that not all computers will show the exact same events on the screen. While this is good in terms of latency issues, it is a little disconcerting during the gameplay. It seemed that whatever appeared on my machine (the server) was 'reality' and whatever appeared on my husband's computer was not. There were many times either my characters or his got killed because of this; to him it looked like the monsters were across the screen, or not there at all, when in reality they were right in the middle of the party. We even had a couple instances where his characters appeared in impossible places, such as trapped behind walls, when the computers would readjust what was on both our screens.
What's that Icon Mean?
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The interface is one that takes a lot of time to get used to and has a high initial learning curve. There are several icons surrounding the main game screen, and as is sometimes the problem with icons, they aren't always intuitive. For instance, a mask appears for the thief's 'unlock/disarm trap/pickpocket' button, which doesn't make me think of any of those. Because of these icons, I had to keep the manual handy to keep track of all the different icons and options throughout the game.
In general, the icons along the side are the game management icons, allowing the player access to the character screens, inventories, map, journal, and game options. The character portraits are along the opposite side. These can be moved around at will, including putting new characters into the 'main character' slot. Players can chat amongst themselves using the dialog box, which can be expanded to be bigger or smaller, depending on the amount of conversation occurring. Game text, battle statistics, and conversation with NPCs also appears in this box.
The icons at the bottom for quick items, weapons, and abilities can be confusing at first, as the icons that appear differ depending on the character type. For instance, the screenshot above is taken with my druid character highlighted, so her bar contains spells, items, and two weapons. The thief's bar would contain different icons to represent his ability to hide in shadows, find traps, and disarm/unlock. The fighter's icons are different, as are the mage's, and so on.
For the most part, the game does an excellent job of providing alternate ways to know icons aside from digging out the manual or quick reference guide. Either a mouse click or leaving the mouse over an icon brings up descriptive text about the icon, spell, ability, or item. One other thing Baldur's Gate does very well is map areas and document major and minor quest information in the journal. I did not have to keep manual notes at all, which is a first.
The Game Bible ... er, Manual
A game this large and with so much to learn in order to play it needs a manual that is equally as large, and the one that ships with the game is the size of a short novel - 159 pages of very important information. I must have read through it about three times! I have some experience with playing AD&D; games, so I had a basic knowledge of the character classes, alignments, and spells. This manual, however, greatly enhanced my knowledge of how things worked in the AD&D; world, and contained any piece of relevant information that might be needed to play the game. I always had it on hand when I played the game, and I found myself referring to it quite often. However, I wish it had contained more in-depth information about the pros and cons of the different races and classes. I found myself having to ask friends who used to Dungeon Master in the AD&D; pen and paper days for clarification instead.
However, with as much helpful information this manual contained, I don't think it was laid out in such a manner as to be helpful to new players. The information about character races, alignments, and classes was contained in the middle of the manual under a section about AD&D; Rules. Normally character creation information is at the front. The description about how the statistics for each attribute (such as intelligence, etc) actually affect the character is at the very back of the manual under a totally different section. The manual does have both an index at the back and a table of contents, but these still did not seem to cut down on the amount of time I, and others I know, had to search through the manual for information. I still managed to go almost 75% of the way through the game without knowing how to disarm traps or that I could set spells up in the quick use slots because I somehow overlooked that information in the manual.
Also, not many people even like to have to read a manual, not to mention one this long. Anyone who does not read the manual is at a disadvantage unless they know something about AD&D; rules. The quick reference guide is wonderful for mapping icons to meanings, but does not get into character limitations or detailed spell information. Even if one knows the rules and just uses the quick reference guide, there is a good chance that you will miss a key game option or feature.
The Battle Ends - For Now
Journal Entry: Day 130, Hour 10 (9 Eleint, 1368)
My quest has ended, although I am too weary from battle to recount all the details. Suffice to say my quest was difficult and lengthy, but one the gods surely enjoyed. The ending of my saga seemed somehow anticlimactic given all that I had been through, but I can definitely live with that! I have to say that I thoroughly enjoyed my adventures, and for some reason, I feel as if this journey was only the beginning of more to come. I will welcome the challenge, and am looking forward to where the fates may take me.
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Jayzer2020-04-290 point
Game has been re-abandoned on GOG in favor of the Enhanced Edition by BeamDog.
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Other Releases
Baldur's Gate was also released on the following systems:
Mac
Year:2000
Publisher:Graphsim Entertainment Inc.
Developer:BioWare Corporation
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Baldur's Gate
4.5 / 5 - 8 votes
Download extras files Manual, map and refcard available
Baldur's Gate Download Mac Iso
Description of Baldur's Gate Windows
Read Full Review
Siana
A dark, slender figure enters. Shafts of daylight flow into the room until the door closes once more with a loud bang. The room is so crowded that making one's way is a delicate task. Commoners run about to and fro, maidens carry large trays with slopping liquid and the noise is almost unbearable. The floors creak, glasses clink together in toasts and patrons scream for ale. The stranger emerges from the crush by a table and sitting herself down glances at the door. The air about her seems to crackle with a form of electricity, she seems almost ethereal, although human.
Moments later, more adventurers arrive. The locals become nervous as the tension in the room rises. A half-crazed warrior speaks, with his sword swung over his back, to a small, furry creature (is it a hamster?) and makes his way to the strangers table. As they begin to converse in low tones, another woman makes her way across the room from the bar. Standing nearby, in a booming voice she speaks to the stranger, 'Siana, isn't it? There is no doubt, you fit the description,' and promptly draws her sword.
The Sword Coast
Welcome to the most addictive realm in the universe: The Sword Coast of Forgotten Realms. How many thousands of people out there have wasted many an hour with paper and pen, or in titles like Pools of Radience, Eye of the Beholder , or any number of campaigns or computer games involving The Forgotten Realms? O.K. don't scream yes all at once! :-). How long have we waited for something new? Something to come along and fill that craving ache that the Dungeon Master can no longer fill because they burned out 10 years ago after running games for 10 more? How long, I say, how LONG? Yes! I hear you, you are shouting across the globe, TOO LONG! How did we all hear that? Easily, by the number of copies grabbed up and off the shelves of the one game to promise it to you once again. Really the first game to sell like seriously tasty hot-cakes. Interplay couldn't burn them fast enough and those who had them were the envy of every group of gaming friends across the world. I still to this day play on a mud located in Finland, there was NOTHING but ' BG ' chat on the wizard channel. What day are you on? Where is that blasted magic ring? I just found Volo, damn that Captain. I just got to Cloakwood!!! Talk about community addiction, no one could stop playing. Even here at GDR almost every editor is playing Baldur's Gate and cannot stop. Is it worthy? Hell yes, how can the whole world be wrong!? But really, let's have a look.
Single Player Mode
My kingdom for Multiplayer! Single player mode in Baldur's Gate is fun, and tough. But it's not as good as multiplayer and there are a few reasons for this, which I will explain presently. Single-player mode allows you to play through the story with one character which you create at the beginning. Your character may then form a party by including NPCs found in the game or just go it alone. Yes, the game is even solvable with a single character, but so far (or as far as I know) only by one particular class. In general, players will instead group with mages, thieves, clerics or whoever else turns their fancy. Each NPC has their own personality, while one may be sniveling and insecure, the other might be half-crazed. A spectrum from good to evil in all the neutral, lawful and chaotic combinations ensures the traditional AD&D; variety.
Single-player mode does have its charms. Creating your character in the traditional way by choosing race, class (dual and multi-classes available), gender, abilities, alignment, proficiencies and spells to start with. You must also select your name and portrait, and your icon appearance and roll for your stats. If you've played any of the old Forgotten Realms CRPGs you will feel right at home with this. Most of the AD&D; 2nd Edition rules are adhered to, with slight changes documented to make the transition to computer game. Bioware have done an excellent job of this, and it may come as a shock to those less familiar with the rules, since progression is slower and more subtle than in other computer games which are loosely related, such as Daggerfall where progression was quite easy.
Once character generation is complete, you begin your story in the town of Candlekeep. 'This citadel of learning stands on a volcanic crag, overlooking the sea.' From the opening animation of a Vader like character beating and torturing a poor knight, you do know that something evil has begun a campaign of some sort along the Sword Coast. In Candlekeep, you learn that you are the ward of Gorion, that you know nothing about your past, and that your peaceful life in Candlekeep, where books are a ticket into the gates, is threatened by some mysterious danger. It is this danger which drives you and Gorion from Candlekeep and onto a journey which will take you across the wilderness and through the towns between Baldur's Gate in the north and Arm in the south.
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Go for the eyes Boo!
The story then in Baldur's Gate takes precedent. That is, you eventually progress toward solving the mysteries behind the danger threatening you. There are however, numerous side quests to follow, items to search for and monsters to destroy. Each area is a large 2D map which you can either spend time clearing or move directly through to get to your next destination. A large overview map is used to select the area you want to go to, and time is added (such as 4 days) to the overall game when you move from one city to the next. Sometimes you may be waylaid by monsters or bandits, and this might occur at a map which you normally cannot select.
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Communication with characters is the main source of information and story progression. You often can choose a way to role-play through talking to NPCs and it may even affect your reputation. Reputation is related to alignment (if you are evil and doing nice deeds and improve your reputation you may loose your evil party members who think that's a toss). When playing single-player mode, it can be difficult in beginning to sort out a party. You are presented with NPCs of various alignments and skills and must compile a group that will live (literally. Ed) with each other. Since there are not so many in the beginning it can be tough going, especially if you are a mage (generally weak and cannot wear armor) and really need those extra members to survive. If the NPCs do not get along, eventually they will leave or attack you. Even still, I managed to keep good, neutral and evil aligned characters together by playing a lawful evil character and travelling both by day some of the time and by night the rest. They bitched and moaned and were nasty to each other, but with a medium reputation (of 10) it seemed to work.
This is one of the drawbacks of single-player mode however, you really are stuck with whoever you find, rather than creating your own party. In some sense though, this was humorous because they behaved in ways which were totally unexpected and added to the sense of being on a journey. At the same time, it meant that they were not my ideal type of group.
Although it wasn't my group, the role-playing aspect in single-player mode was much more rich. For one game (I have two running), I have the Ranger Chaotic Good leader grouped with Imoen, Neutral Good Thief NPC (childhood friend to my character). They were joined in the woods by a Chaotic Evil Necro and a Neutral Evil Thief. They stayed grouped from the woods to The Friendly Arm. Then, after grouping with the two friends of Gorion in the Arm, we went upstairs and I let the evil thief try to steal first from a chest, he was unsuccessful with lock picking, then attempt a pick-pocket from a noble. Well, the noble caught him and a fight ensued...the characters started shooting arrows at all the nobles. After firing arrows and killing the nobles the characters all started talking. The good chars said, 'I dont think I like how this group is being run!' The evil necro said,' Oh, for the first time this group is becoming palatable!' :-). Anyway, more than half were pissed off and wanted to break group. Worse yet, since Rangers are meant to be doers of good deeds, immediately the reputation changed and my character lost her Ranger status. So, role-playing with NPCs really works.
Bring me some ale!
As you travel, you enter taverns, private houses, farms, woods and meadows. These rooms and outdoor areas are beautifully rendered and are the most unusual to date, absolutely fascinating. Looking sketched or painted, these maps have shadows which change over time, and eventually become dark as day turns to night. Rain or light snow falls and crystal clear rivers are filled with small stones and approachable islands. Your characters move with distinct behaviours and certain terrains, such as mountains and cliffs, are impassable. Actually this provided some problems with path-finding, which has recently been addressed in a beta patch. Both interior and outdoor scenes are augmented by excellent sounds of people moving, shouting, doors opening and closing or birds and animals moving about. The wind rustles, a monster cries, it's all in a days work on the road.
101 Kobolds
Combat in Baldur's Gate is different from its predecessors, as it is in real-time. The combat method is based on AD&D; rules adjusted to real-time, so instead of a 60 second initiative period, each character is given 6 seconds. The speed with which a character attacks is a number between 1/10 and 10/10ths time per round and the initiative is decided by a combination of rolled factors: ability, situation, and chance. Whether a character has a successful attack still depends on their THAC0 (To Hit Armour Class 0) and their attack roll. Critical hits and misses are decided by the attack roll, 20 or 1, respectively. Strength, dexterity, modifiers and weapons all affect attacks. Casting is treated in a similar way, although spells must be previously memorized (rather than being based on the mana of the caster) and can be disrupted in combat if the caster is hit.
This real-time aspect to AD&D; combat takes some getting used to, actually most everyone I know uses either the selection of different types of auto-pause (such as pause after every round for each character) or the space-bar to pause combat. I initially started out with autopause and then switched to space-bar. The reason is that combat is too difficult to control real-time. Firstly, although you control each of the NPCs as well as your character, to play without pause requires using the A.I. scripts provided or making your own. A.I. has 3 different settings for each class, for instance you can play your mage defensive or aggressive. The problem I had with scripts was that they did not control the characters well enough. I often found my mad necromancer in the middle of combat, after he had fired off all of his spells using his piercing weapon. Meanwhile, the warriors ran off, chasing their fleeing opponents, only to run into a nest of new monsters. This led to the group breaking up, and often added too many enemies to the battle at once.
Therefore in single-player mode, I resorted to pause and handled all of the combat on my own. Grouping archers and mages to the back, warriors and thieves at the front. Handling each fired spell, and every attack. Archery was a wonderful tool, and one of my main combat methods. But another problem I had was that archers, when in heavy combat against a large number of monsters, would use up the 3x20 arrows in quivers and then require changes. In single-player going to the inventory window of the interface immediately causes the real-time combat to begin again (a choice Bioware made in order to simulate a change of weapon in combat) and thus things were running in the background behind the inventory screen (which I could not see) while I clumsily made the change to add arrows. Some of the reason for this is that monsters will 're-pop' in an area (pop up again) after you have killed the first batch. This means that you can continue fighting all day, not that realistic and one of the niggles.
On the other hand, Bioware have provided some excellent options settings to ease the difficulty of real-time combat. Almost every spell and action can be mapped to keys using a convenient set of configuration windows so customizing your combat is not uncomfortable.
Finally, this group is becoming palatable
Despite the niggles mentioned above, single-player mode is a more challenging way to play Baldur's Gate. By sticking it out through the first stages, I learned the interface and created my own ways to deal with situations and my NPCs. As the story progressed, and the more involved I became, then the more trouble I had giving up characters that I had gotten used to for new members that came along. It's actually better to make some tough choices early since the characters which join your party gain experience, and therefore levels, along with your main character, building up their powers over time to help with the more troublesome events that come much later in the game.
Aleya
Journal Entry: Day 77, Hour 12 (17 Flamerule, 1368)
It was about noon when my companions and I set up camp in the Cloakwood Forest, giving me my first opportunity to update my journal since leaving Beregost. Strange monsters and human bandits beset the road to this beautiful place and my companions and I are weary from the seemingly endless battles. It is a rare pleasure to be able to stop and enjoy the beauty of nature.
I have to admit that I would have never dreamed myself living this type of life. How could I have predicted it when I was growing up amongst the serenity of the books at Candlekeep? Now my old friends and I are being hunted for reasons I'm not sure of, my foster father slain by a mysterious armored figure. Gorion believed too fervently in the need for the powers of good to prevail, but he was a caring and generous man. Why he or I would have enemies this powerful is a mystery to me. Well, at least I have the comfort of my friends who I have grown up with and trust completely. It would have been much harder had I needed to rely on the strangers I have met in my journeys.
Something out there is tipping the balance of power to the side of evil. I understand the need for evil in this world, but this lack of balance is forcing me to have to tip the scales back through good deeds and heroic actions. To be honest, though, I would much rather stay here with my fellow druids in Cloakwood. It would be wonderful to disappear into these woods and not return to the mess that is human civilization, but I feel something stronger calling me. These strange dreams I have been having would indicate that there is something lurking just over the horizon that I haven't grasped yet. Perhaps I will learn more when I find that mine and talk to whoever is in charge there. Perhaps.
Multiplayer
This game was so big it took two of us to review it - Karen focused on playing the game through in single player mode, and I played the multiplayer mode with my husband over my home LAN. Interestingly enough, Karen and I had two different experiences playing the game although we both shared the same addiction to it. Let's face it, this game is nothing short of incredible. I generally don't play games like these through again, but as I write this, I'm on my fourth full game of Baldur's Gate and still enjoying it as much as I did the first time through.
While some of the issues Karen had with the single player mode were resolved by multiplayer gameplay, I didn't see some of the interesting NPC features she would have been able to see. Creating six custom characters definitely has its merits, such as being able to create the exact type of characters you want rather than hoping the game will supply them for you. However, doing so prevents the player from seeing the interactions that take place between the NPCs in your party and other characters in the game world. Each NPC has his/her own unique personality and history that affects the way some quests are solved and can even influence the flow of the storyline.
Custom characters do not have much of a personality, nor do they have any sort of history aside from 'you were a friend of the main character at Candlekeep'. These custom created characters are not as likely to break and attack the party for acting outside of their alignment as NPCs are. My husband controlled both a neutral evil Thief and a lawful good Paladin; he enjoyed sneaking away from the rest of the party to take his characters on house raids in the major towns while I wasn't paying attention. Granted, he left the Paladin in the living room while the Thief roamed the house and stole things - but I still would think that a character with a lawful good alignment would have a problem breaking into houses. Nor would a Paladin really be able to tolerate being grouped with an evil character in the first place. These differences aside, the story line and subquest structure of both single player and multiplayer is exactly the same.
Multiplayer mode allows far greater control over the characters, which is why many players chose to play the game in this mode instead of single player. Each player in the game session controls a certain number of characters, and to make up for the fact that there can be up to six people playing the game at once, the game does allow you to enter the Inventory screen while paused. This complete control over the characters meant that I never had to worry about auto-pausing the game in battles as Karen did to ensure my characters were doing the right things. I never ran out of arrows, potions, or anything else. However, I did notice that the character scripts still had an effect if you chose to set them; when I set my fighter to aggressive I had a much harder time controlling him, as he tended to run and attack anything the instant it turned into an enemy. Unfortunately, this meant that if I accidentally made townspeople angry he would generally kill them before I had even realized what happened - but this was easily fixed by turning off the scripts.
Lots of Options
Baldur's Gate offers an amazing amount of control over how the game is played in a game session. It is very easy to set up a multiplayer game, and just as easy to join one in progress over the Internet or LAN. Each game can be protected using a password to keep unwanted players from joining. The player on the server machine (or the 'leader') has the power to decide - on a per player basis at any point during the game - whether or not the other players have the ability to modify characters, spend gold, initiate dialog, view other character records, leave an area, pause the game, or modify permissions.
The leader has the power to kick other players from the multiplayer session instantly or decide, using the Character Arbitration screen, which player controls which character(s). Because of the fluidity of multiplayer game play, characters can be added, deleted, or reassigned during game play on the fly. At any point during the game, the leader can completely change the dynamics of the party, deleting all the old characters and creating completely new ones if he so desires - although any party manipulations mid-game like this drop the party reputation back to 10 or 11. The leader also dictates how player import works. One can choose to import a character into a game with all experience and items, with experience only, or at with no items or experience.
The fact that characters can be imported and exported with full items at any point in the game helps protect players against player killing - the leader can either revert back to a saved game or you can just import your character back in. An added bonus to this import/export option is that it also allows for some interesting cloning experiments in terms of both player characters and items. Just as a test of the import process (it isn't considered 'cheating' when done as an experiment, right?) I managed to clone in five copies of my fighter for an extremely tough battle. I dismissed the other five people from the party temporarily, then had them rejoin after I sent the five 'clones' into battle to be killed. By cloning the fighter, I not only duplicated him but also any items the he was holding when I exported him. I could pick these items up from the bodies of the dead 'clones' and redistribute them within my party, allowing my characters to be equipped with multiple copies of very rare magical items.
The game is designed to run in asynchronous mode, which means that not all computers will show the exact same events on the screen. While this is good in terms of latency issues, it is a little disconcerting during the gameplay. It seemed that whatever appeared on my machine (the server) was 'reality' and whatever appeared on my husband's computer was not. There were many times either my characters or his got killed because of this; to him it looked like the monsters were across the screen, or not there at all, when in reality they were right in the middle of the party. We even had a couple instances where his characters appeared in impossible places, such as trapped behind walls, when the computers would readjust what was on both our screens.
What's that Icon Mean?
The interface is one that takes a lot of time to get used to and has a high initial learning curve. There are several icons surrounding the main game screen, and as is sometimes the problem with icons, they aren't always intuitive. For instance, a mask appears for the thief's 'unlock/disarm trap/pickpocket' button, which doesn't make me think of any of those. Because of these icons, I had to keep the manual handy to keep track of all the different icons and options throughout the game.
In general, the icons along the side are the game management icons, allowing the player access to the character screens, inventories, map, journal, and game options. The character portraits are along the opposite side. These can be moved around at will, including putting new characters into the 'main character' slot. Players can chat amongst themselves using the dialog box, which can be expanded to be bigger or smaller, depending on the amount of conversation occurring. Game text, battle statistics, and conversation with NPCs also appears in this box.
The icons at the bottom for quick items, weapons, and abilities can be confusing at first, as the icons that appear differ depending on the character type. For instance, the screenshot above is taken with my druid character highlighted, so her bar contains spells, items, and two weapons. The thief's bar would contain different icons to represent his ability to hide in shadows, find traps, and disarm/unlock. The fighter's icons are different, as are the mage's, and so on.
For the most part, the game does an excellent job of providing alternate ways to know icons aside from digging out the manual or quick reference guide. Either a mouse click or leaving the mouse over an icon brings up descriptive text about the icon, spell, ability, or item. One other thing Baldur's Gate does very well is map areas and document major and minor quest information in the journal. I did not have to keep manual notes at all, which is a first.
The Game Bible ... er, Manual
A game this large and with so much to learn in order to play it needs a manual that is equally as large, and the one that ships with the game is the size of a short novel - 159 pages of very important information. I must have read through it about three times! I have some experience with playing AD&D; games, so I had a basic knowledge of the character classes, alignments, and spells. This manual, however, greatly enhanced my knowledge of how things worked in the AD&D; world, and contained any piece of relevant information that might be needed to play the game. I always had it on hand when I played the game, and I found myself referring to it quite often. However, I wish it had contained more in-depth information about the pros and cons of the different races and classes. I found myself having to ask friends who used to Dungeon Master in the AD&D; pen and paper days for clarification instead.
However, with as much helpful information this manual contained, I don't think it was laid out in such a manner as to be helpful to new players. The information about character races, alignments, and classes was contained in the middle of the manual under a section about AD&D; Rules. Normally character creation information is at the front. The description about how the statistics for each attribute (such as intelligence, etc) actually affect the character is at the very back of the manual under a totally different section. The manual does have both an index at the back and a table of contents, but these still did not seem to cut down on the amount of time I, and others I know, had to search through the manual for information. I still managed to go almost 75% of the way through the game without knowing how to disarm traps or that I could set spells up in the quick use slots because I somehow overlooked that information in the manual.
Also, not many people even like to have to read a manual, not to mention one this long. Anyone who does not read the manual is at a disadvantage unless they know something about AD&D; rules. The quick reference guide is wonderful for mapping icons to meanings, but does not get into character limitations or detailed spell information. Even if one knows the rules and just uses the quick reference guide, there is a good chance that you will miss a key game option or feature.
The Battle Ends - For Now
Journal Entry: Day 130, Hour 10 (9 Eleint, 1368)
My quest has ended, although I am too weary from battle to recount all the details. Suffice to say my quest was difficult and lengthy, but one the gods surely enjoyed. The ending of my saga seemed somehow anticlimactic given all that I had been through, but I can definitely live with that! I have to say that I thoroughly enjoyed my adventures, and for some reason, I feel as if this journey was only the beginning of more to come. I will welcome the challenge, and am looking forward to where the fates may take me.
Review By GamesDomain
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Jayzer2020-04-290 point
Game has been re-abandoned on GOG in favor of the Enhanced Edition by BeamDog.
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Baldur's Gate was also released on the following systems:
Mac
Year:2000
Publisher:Graphsim Entertainment Inc.
Developer:BioWare Corporation
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ask-the-teal-judge-blog ¡ 8 years ago
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d&d event and important jazz whooo boy im tired of typing help
(( (most of this consists of me SCREAMING AT THE TOP OF MY LUNGS so if you dont want to bother reading this just check out the tl;dr at the bottom) mMMm okay so here’s the thing i said that i would set up an event or raffle when we reached 200 followers or once i emptied out the ask box but we’ve already reached, what now, 279 followers (edit: 283 by the time of finishing typing this) ? yeah. it’s been a few days since that post.  and the ask box still has 15 asks left in there (i would have gotten through more of them but i got a new computer and was still setting the graphic tablet. i could have done more paper asks but. i hate my style on paper because FUCK consistency) so uh here’s what I’m going to do: I’m going to open up the ask box again and now just do a thing of storing them up and answering them at my own pace. and for the follower special thing? i’m doing a d&d event. you may ask, “mun of ask-the-teal-judge, how would that work?” and the answer is: i’ve thought this through a lot and it’s time for me to rant, hallelujah. if you have trouble reading long blocks of text check out the tl;dr section. i always include them on these long textposts. so! how this is going to work I will act as the dungeon master (sort of) and the anons (or just people who want to send asks in that will dictate what happens in the... story? game? campaign? whatever it is) will act as the... player?? in a certain way. To explain, I will be making a map and, in buildings or in towns, will set the scene (but instead of with words, with shitty drawings to describe the. things. and stuff. god am i bad at explaining things). In dungeons, I will also set the monsters and all that jazz. What anons and other people who would like to contribute can do consists of a few things, actually! A thing anyone can do is dictate actions. Like, if you’re walking along a path and you see a cool cave, you can choose to go into the cool cave or continue along the path, or hell, decide to spontaneously piss in a bush. As long as it makes sense in the situation (like you cant piss in a bush if there is not a bush nearby). however, whatever you do, try to dictate your action with her allignment in mind. Or, if you dont want to want to control this version of terezi, you can ask this version of terezi about herself and her life in this d&d universe (though most background things about her will be revealed through the story/campagin/game). or, if you’re an ask blog who wants to join in on the fun, you can participate in this event, too! if you pm me about joining, you might be able to join! only so many people can join though, many, 4-5 more people. if you do manage to join, once the event comes around, you need to have a character sheet and a reference image of your character. also, if you do join, here’s you’ll be placed into the same universe but: you can either just float around, adventuring on your own in this region, or you can join someone’s party, which sort of means that you would join them on the adventure and try to accomplish the same objective of sort. (like ill try to provide an example: the adventure zone - taako, merle, and magnus go and do... things? as a party of tres horny boys) i hope that made sense but SINCE NONE OF THAT MADE SENSE tl;dr -Ask box back open, answering asks at my own pace. -Event will be a d&d thing -I’ll be creating a map and acting sort of as a dungeon master, as well as controlling Terezi. -You (yes you, the one reading this right now!!) can send in asks that dictate some of Terezi’s actions and decisions, as well as ask her about her background, life, and all that jazz. -Other Homestuck ask blogs can pm me to join in the event (if you do pm me actually, i will be able to provide more information on the matter) -There is no set start yet to the events and no set end yet. It hasn’t started yet. -If you have any questions, just ask. )) ((note: if this is a stupid idea and i shouldnt waste my time doing this feel free to mention that as well))
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nickanddragons ¡ 8 years ago
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New Dungeon Masters - Tips and Tricks
So, you’ve decided you want to be a DM. Well done! Being a dungeon master is an extremely rewarding role in dungeons and dragons. From my experience, your joy comes from watching your players traverse your world, battle your beasties and fall ever-so-easily into your traps. 
Although it may be a seemingly daunting task, being a dungeon master isn’t that hard, though, your DM and many others may have you believe it’s an incredibly hard task, but basic DMing is fairly straightforward. 
First, do your research.  Learn the rules (Dungeon Masters Guide, Players Handbook, Monsters Manual), watch others play (Critical Role, Heroes and Halfwits, etc.), play with more experienced players and dungeon masters (If possible). 
You may already know a few of the rules from being a player, and that’s great! If you haven’t played yet, don’t worry! The basic rules are fairly easy to pick up and you can find plenty of resources online to help you learn them.
EG: Youtuber Dont Stop Thinkings series on learning how to play D&D5e, Tabletop Terrors: Learn to play D&D, and loads of other cool stuff on youtube, tumblr and TTRPG sites
So, I’ve got my DMG, now what?
Now the fun begins! Now you can decide if you want to go out and buy a module (Curse of Strahd, Storm Kings Thunder, etc.) or if you want to delve into your own mind and create your own world. You can also pick up the D&D starter set, which is an incredible resource for new DMs and I would highly recommend getting it if you’re nervous or just want to try your hand at a casual campaign first before your full blown campaign. I also used it to introduce my new players to how D&D works to see if they enjoyed it before they committed to a long campaign (They usually love it.) 
Once you’ve decided on which campaign you’re running, module or otherwise, its time to put together your group. You may be one of the lucky few who has a group of 4-6 friends who all are really keen to play D&D and have never played before and you can all learn together. If not, no problem! There are loads of groups on facebook, twitter and tumblr of people looking for groups to join and looking for a dungeon master. Also, don’t worry if you can’t get 4 people, make NPC’s to come on their adventures with them and fill out their party. 
Help your players create their characters.
Your players may be new and might need your help creating their first character sheets. I recommend doing this with them and a players handbook and not to use applications such as OrcPub (though their character creation tool is really helpful for quick creation as long as you fill in the gaps and double check everything). Guide them through their attribute point allocation whether you’re rolling for stats, using a point buy system or a point array system. 
Rolling for stats - Roll 4d6, and drop the lowest number. Do this 6 times and note the results. Allow the player to place them in each of the attributes as they see fit. Add the racial bonus. 
Point buy - You get 27 points. Each attribute starts at 8. Allow them to allocate points to each attribute. 8-13 cost 1 point each. 14 and 15 cost 2 each. Max base is 15. Add the racial bonus on afterwards. 
Point array - There are many point array systems but I’ll cover the standard array: 15, 14, 13, 12, 10, 8. Add each of these values to the attributes as the player sees fit and then add the racial bonus. 
Then you should fill in proficiencies etc.  You should also walk through your players backstory. Some players are excellent and will go off and work on a huge backstory on their own. This is great since all you have to do is work it in and change it slightly to fit the world your campaign is set in. Some players may not want to do that, so, you should help them to write their backstory. With this, you shouldn’t be writing it for them, (unless they request it) instead, you should be planting the seeds of creativity in their head and guiding them to find their character. After all, it is the character they’re going to be roleplaying. 
Description, depth, and driving the story.
When you enter a new place, how much do you describe? Well simply, how much do you see? You’re going to want to describe what they might see at a first glance or what their eyes are drawn to. For example, your players will see the ‘huge glimmering castle made of white gold with towers that grasp towards the heavens sitting in a deep lush valley ahead of them’ pretty quickly whereas they might not notice (or care to notice) that the 500th tree in this forest is the same shade brown as every other tree in the forest. 
In these descriptions make use of your senses. This trick comes in handy for somewhere you haven’t written a full description of yet. Imagine the place and describe it as you see it using each sense.  “A warm, humid breeze hits your face as you enter the enormous pitch black cavern. The hard stone beneath your feet seems to be covered with some kind of moss that squelches under foot every couple of steps. For some reason, this cavern smells quite different to the others, instead  the usual musky damp smell, you can smell chicken being roasted. You also hear a fire crackling and bouncing off the high walls. The only thing that pierces the engulfing darkness is the sight of a tiny light in the distance.” I did this off the top of my head (and I’m sure you can do much better than I) but I tried to use all of my senses to bring this odd cavern to life, at least enough for my players to get a sense of the feel of the cavern and give them an interesting hook to draw them in.
Rulings
Your job as DM is to moderate the game. You are essentially ‘the computer’. But realistically you aren’t. There are going to be times where you wont have the exact rule for something and will have to make something up on the fly. Remember you should always prioritise fun, after all that’s what you’ve spent hours and hours writing and preparing for and why your friends have given up their free time to be there. 
Roleplaying Roleplaying is one of the key elements of D&D. That may seem obvious but it is one of the things that is really going to immerse your players in your world. An easy way to jump into NPCs is to give them a goal and flesh them out from there. Some basic NPCs may have just one goal for example ‘Go to the market and get some bread’. More complicated NPCs will have, surprisingly, more complex goals. Remember that random NPCs might not want to talk to your PCs. The more details you can come up with (either before hand or on the spot) the better your roleplay will be. Also, you don’t have to do the accents, and don’t worry if you’re not a brilliant actor. You will get better. Maybe start off by telling your players that you’re not entirely comfortable with acting/doing npc voices as to not raise their hopes. I found that once I’d gotten into it I improved within a matter of weeks. 
A great resource from How to be a great GM.
Practice
Okay, so the truth is you may not be the best DM straight off the bat, and that is okay! The more time you spend; playing, writing, practicing your roleplaying and researching ways to improve yourself, the better you will be!  As long as you’re having fun and enjoy playing, you’re doing something right. I hope this helped you in any way. Please feel free to send me questions, corrections and anything I may have missed out. I hope to do more things like this and will take requests!
Good luck and happy gaming!
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georgeluz ¡ 8 years ago
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hey:) for the ask thing, im about 5'5, i have long wavy light brown hair and big brown eyes w olive skin. my myers briggs is campaigner&my star sign is a cancer! i'm kinda built (?) bc i do competitive sport, i play lotta instruments, and im v social. i have adhd yikes and anxiety YIKES but it's chill lol, sometimes that does get in the way though. for the fandom, BoB would be great:) also ya u are a legend i didn't mean another word for champ i deadass just meant legend. thanks ❣
NO MORE PLS.
Wow. But… if I were… a legend… I would’ve gotten this done FOREVER AGAOAUHDFgrihEJADF. I’m so SORRY. Babe. But to make it up to you, this blurb is fucking LONG. @v-esperteen 
The Character I See You As: Buck Compton. HIGHLY SOCIAL? SPORTS? ANXIOUS? You got yourself a recipe for BUCK COMPTON. Aka the wonderful, sweet lil sunshine that loves literally everyone and makes everyone feel so comfortable and relaxed (and sometimes not relaxed depending on how boisterous he gets). I love him because even though he has all of these amazing qualities, he is independent to a fault (daring to argue with Winters I scream he’s–), highly emotional (losing his friends literally KILLED HIM) and anxious (though he hides it well behind his EVERYTHING IS FINE face or his dead inside face).
Your Three Best Friends: Don Malarkey, Alex Penkala, Skip Muck (aka the squad)
The One You Don’t Get Along With: Henry Jones. Sweet, sweet Henry. It’s no one’s fault, but he’s so composed and so put together that you honestly don’t know what to do with him. Try and joke with him? He just stares at you (maybe smiles pitifully). Try and initiate conversation? Part of you burns because he takes himself so damn seriously and you decide never to try that again lmao. You like him… you just don’t know what to do with him and him with you, so you just stay out of each other’s hair.
Who I Ship You With: Shifty Powers. The ENFP plus the shy, cute, unassuming, but also incredibly brave and intelligent Shifty Powers? HELLO HOW FREAKING ADORA- I digress. Shifty is wonderful because he’s mellow and gentle, gets embarrassed easily if you try and shower him with affection, but somehow keeps cool in the middle of combat, never gets injured, etc. His name is Shifty for a reason, one minute he’s there and the next you’re like ?? hello ?? Shifty? ANYWAY. I love him a lot. He’s like the least anxious person. Whenever you have your anxious moments he’s there to cuddle you and tell you in his sweet lil accent that everything is gonna be just fine (dont mind me im crying).
Wildcard: Captain. 2nd Battalion Staff S-3. 101st Airborne.
Lil Blurb??: Your charisma got you here. Your athleticism, sharp wit, ability to make solid decisions under pressure, and aptitude for route planning got you here. You were a valuable assistant to Colonel Strayer. Your gender also got you here: pouring coffee for him at 6:30 in the morning, tapping your foot with a bright smile on your face. You pretended it was fine that you were reduced to such menial tasks. You knew it was too good to be true that you would be used for much after being moved from the WAAC to the 101st. You had trained hard with a handful of women to handle the difficulties of battle–you would never see combat, but you would get as close as any woman ever had.
But that still meant making coffee for all of the men, pouring it, and often being left out of discussions. You kept reminding yourself that it was insane that you were here, in England, part of the planning for D-Day. You wouldn’t get to drop though, not like the boys. Knowing that crushed you, not because you particularly wanted to see combat and death, but because you had grown so close to the everyone. To be left behind was cruel. You were a favorite on Easy Company’s sports teams. It was Buck Compton that had used his charms to sway you into joining their soccer game. You were just as uneasy as the men, but once the game started, it was like you’d been playing with them forever.
Malarkey, Penkala, Muck, you, Compton, and Luz versus Guarnere, Toye, Heffron, Talbert, and Skinny Sisk. It was the most fun you’d ever had, throwing elbows and repeatedly trying to trip Tab (who kept throwing hands and swearing he was just going easy on you). You even managed to get a laugh out of Toye, something you hadn’t accomplished before. You patted yourself on the back for that one. But damn, it would hurt to be cut from the friends you’d made. You had brothers. These boys were like your brothers now, far from home, keeping you company in the daylight.
But, despite those boys being the group you had become so close with so quickly, it was the charming Southerner that caught your attention right off the bat. Powers was all broad shoulders passed down from generation to generation; he was meant to hold a gun, you could tell by the way he cradled his rifle against his arm. It was like an extension of himself, but that wasn’t the only thing you admired about the unassuming Shifty. He was a hell of a shot, probably the best in the company, but he was about as quiet, humble, and bashful as they came. And you thrived on making him blush.
First it was through subtle compliments when you caught him alone, without Tab or Skinny by his side. You would sit while Shifty cleaned his rifle, admiring his perfect form when shooting or suggesting he was the best you’d ever seen. You didn’t push him, you read him well enough to know he was easily made uncomfortable. You asked him about home, about his favorite gun, about the squirrels he used to shoot up in Virginia. Shifty would smile fondly at you, then his shoes, and lean back against the wall or the back of his chair, tipping his head back and squinting his eyes. He always took his time talking–he was deliberate. You loved that about him. When you sat with him it was like time stopped for just a sweet moment, like the anxieties and the frustration that fluttered in the back of your mind stopped.
One night, after sharing a drink or two, you both wandered into the nearby cow pasture and he told you about the farm he grew up on. “I did always like cows the most,” he murmured, running his hands along the dew-ridden grass, the other hand rubbing his jaw. “Big eyes, big ears.” He trailed off, screwing up his nose, trying to think of other reasons why he liked them so much. “Well I suppose they never did want nothing bad for nobody,” he finished with a short nod, drawing both hands behind him to lean on. “Chickens were too cranky, and the horses were too smart for me. I almost got kicked once. My daddy almost lost it, started hollerin’ about how I needed to stop sneakin’ up on ‘em. I was too quiet.”
You, yourself, had never been so quiet in your life. You were laying on your side, fingers threaded through the grass beside Shifty’s hand. You wanted nothing more than to keep listening, to drink his words in, to know him from the inside out, but he stopped and furrowed his brow. “You know, I never tried cow tippin’ before.” You looked up through your eyelashes, face flushed from the alcohol that still burned in the back of your throat. 
“What do we do, huh, Powers? Do we just run at them?” You had never done it before either. It sounded just like something a boy from Virginia would want to do.
“S’pose so, I never thought about it.”
“Wanna do it?”
“No, I don’t think that would be very kind,” he replied, sliding back down until his head hit the ground. He rolled onto his side and blinked up at you, a crooked smile gracing his features. “I’m too tired to run anyway.”
“Mmhm,” was your defeated reply, still propped up on your elbow, hovering over him. You felt a little tired too, buzzed, slipping down until your face was right beside his. You laughed. He laughed a little too, but he also looked like a deer caught in headlights. You weren’t one for personal space, at least not with people you enjoyed being around, and you hadn’t thought that it might be pushing it for him to be so close. 
“Never kissed anyone neither,” Shifty murmured after a moment. You tilted your head slightly, leaning back.
“Really?”
“I didn’t play football. I didn’t live in town. I don’t think I had a lot goin’ for me. Bad luck.”
You quirked a brow. Your heart was hammering against your chest. You weren’t supposed to being doing this with an enlisted man. You were his superior, and the reason most had objected to women in the military was for this damn reason exactly. “Why did you bring that up, Shifty?” You were just antagonizing him now.
He was silent for a moment, searching your gaze for any emotion other than drunken amusement. “Well, Y/N, I-I rightly think you’re the prettiest girl I’ve ever seen. I was just thinkin’ that. I’m sorry–” He broke off, rubbing the back of his neck. “I was thinkin’ I wouldn’t mind kissin’ you.”
“Well, Shifty Powers, I don’t know what those girls back in Virginia were thinking,” you chuckled, reaching to grab the fabric of his shirt. “I must do my civic duty after all, send you off to war right,” you murmur before planting one on him, gentle, careful, trying not to spook him. This was real, you reminded yourself. And it would be gone soon, so you’d best enjoy it while it lasted. He draped his arm over your waist, pulling you in close, the other hand supporting your cheek. 
Shifty was a quick learner, you found, and you also discovered it would be very, very difficult to reverse what you’d done. After that night, discreet as you tried to be, he nearly gave it all away with his puppy eyes and his silent begging. And you were a sucker, running off with him to the fields and pastures whenever you could under the cover of darkness to romp, wrestle, play, and kiss a little before he and the rest of the men were dropped over Normandy.
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gaymantle ¡ 8 years ago
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@commanderfraya recced six of crows to me and I finished it and crooked kingdom in three days so ofc the first thing we discussed was dumb aus
kitkat: can we just kitkat: take a moment kitkat: to imagine the six (or seven if we include kuwei) of them playing dnd
Not An Egg: kuwei joins in the middle of the campaign and doesn't know how dnd works
kitkat: kuwei: i throw a potion at the dragon matthias, patiently: the dragon is breathing fire you cant get close enough to-kuwei: i ROLL TO THROW A POTION THROUGH THE FLAME, INTO THE DRAGON'S NOSTRIL, WHERE IT WILL COMBUST AND RELEASE TOXIC FUMES matthias, less patiently: u have to get a nat 20 kuwei: fucking try me bitch kitkat: i dont know why matthias is the DM in my head except that matthias as the DM is objectively the funniest scenario besides maybe jesper being the DM 
Not An Egg: jesper: I roll to seduce the DM. matthias: jesper no. nina: JESPER YES. 
kitkat: fnfnghh kitkat: ok but jesper as the DM makes kaz roll nat 20s to do anything. if he doesnt roll a nat 20 he suffers some kind of disastrous consequence. no matter what the action is. kaz tries to eat a sandwich and chokes to death and has to fight his way back to the party from the spirit realm kitkat: i dont know how dnd works but im imagining this happens 
Not An Egg: oh m ygOD 
kitkat: jesper: if the player can stand in the corner and be silent for 20 minutes he can exit the spirit realm kaz: I WONT STAND FOR THIS jesper: roll to face the wraith in this cave inej: wait i know its an npc monster but can i be the wraith jesper: sure inej: i roll to eat the player kaz: inej how could you inej: I ROLL TO EAT THE PLAYER [kaz rolls a 16] [inej rolls a 4] jesper: tragically, kaz, you needed a nat20 to survive this encounter, so- 
Not An Egg: im cyrign jespser n o 
kitkat: kaz tries to commit a mutiny by starting his own campaign in the middle of the first campaign except no one joins him so it's just him and his characters lonely journey out of the spirit realm, which was what it was to begin with kitkat: wylan: i roll to hit the boss jesper: oh no, you dont need to roll for that, youve already defeated him wylan: what. its the final boss jesper: but as we all know you are beautiful and perfect and capable everyone else: [nodding sagely] sounds solid kitkat: kaz: the DM is biased. someone fix this. where is the rulebook jesper: who here thinks im biased. inej. inej ur the most objective one. do u think im biased inej: no. please banish my boyfriend to hell again 
Not An Egg: kaz: it says here right in the rulebook - jesper: I can't read suddenly, I don't know. wylan: wow. 
kitkat: gOD. kitkat: jesper: wylan can be official rulekeeper kaz: HE CANT READ THE RULEBOOK jesper: WHY ARE YOU MAKING WYLAN FEEL INSECURE ABOUT HIS DISABILITY YOU MONSTER kitkat: jesper: wylan can do anything he sets his mind to kaz: i kNOW BUT HE CANT READ THE RULEBOOK wylan: [places a gentle hand on kaz's shoulder] it's okay, dad. i'll persevere. for the game kitkat: kaz can't tell if he's serious. inej and nina are both making faces and expressive hand gestures behind kaz's back 
Not An Egg: kaz: HE'S NOT INSECURE. wylan: I'm insecure. I'm so insecure I'm about to cry. kaz: I can't believe you would betray me, your own father, 
kitkat: wylan: [giving kaz the most pitiful look he can muster] i really wanted someday to be able to mediate a game of dnd. it was on the list of important things to me kaz: you come into my house, 
Not An Egg: inej: I know it's hard to let the children go. kaz: But - inej: Wylan is a grown boy, Kaz. Let him make his own choices. kaz: -inarticulate noise of rage- wylan: I'll make you proud, dad. 
kitkat: matthias: [clapping both wylan and kaz on the shoulders] youve both come so far as men kaz: SPLUTTERING NOISE OF RAGE 
Not An Egg: kaz: I came out to have a good time and I'm honestly feeling so attacked right now 
kitkat: i like to imagine matthias during these games looks completely and utterly serene the entire time whether he's playing or DMing but every half hour or so he politely excuses himself from the table so he can go outside and bust a gut laughing
Not An Egg: GOD. Not An Egg: yes. 
kitkat: every time matthias DMs nina makes extra sure to have her character seduce anything and everything that they pass, regardless of whether it furthers the plot. including the trees 
Not An Egg: nina and jesper team up to seduce every monster they come across
kitkat: every time they both get a good seduction roll the group skips the monster fight and the monster joins their traveling harem kitkat: inej: can we not call it a harem nina: our traveling orgy band of loving consensual monster sex 
Not An Egg: oh my god 
kitkat: matthias passes out immediately 
Not An Egg: oh m yg o d Not An Egg: the harem helps with other monsters Not An Egg: kaz is in charge of playing the harem Not An Egg: he takes his responsibility very seriously 
kitkat: kaz plots the campaign for sixty hours and then no one does anything he planned kitkat: kaz spends fifty hours rendering the harem monsters varying and complete array of seduction skills
Not An Egg: matthias: I cannot believe you, of everyone, is participating in this lewd, inappropriate - kaz: they're a good investment.
kitkat: THEY'RE A GOOD INVESTMENT kitkat: nina: one of them should jizz acid kaz: [thoughtfully stroking his chin and nodding] a solid weapon to add to the arsenal
Not An Egg: kaz and matthias argue for 20 minutes whether kinky monster sex should be a drain on stamina.
kitkat: omg kitkat: the real question is whos arguing which side 
Not An Egg: "maybe the jizz can make you stronger." everyone turns to stare at kuwei. 
kitkat: kuwei is the guy whos mostly silent except to offer. this kitkat: i feel like kuwei would be in his element dissecting the potential properties of monster jizz 
Not An Egg: fcuk 
kitkat: kuwei starts rambling about legitimately scientific shit they could incorporate and matthias is equal parts horrified and fascinated
Not An Egg: nina: what about the monsters who don't jizz kuwei: perhaps monster sex is a ritual and grants you boosts or powers. kaz: hmmmmmm Not An Egg: kuwei: sperm contains sugars and carbohydrates. but then, penetrative sex does require a lot of energy. perhaps ingesting it- matthias looks like he's about to pass out.
kitkat: nina: [nodding thoughtfully] so we should draw up charts about the potential healing versus destructive properties of both oral and penetrative sex kitkat: wylan pretends not to notice jespers hand is not so stealthily creeping up his thigh kitkat: jespers the kind of disaster whod get legitimately turned on by his friends discussing monster sex reblog if you agree kitkat: jesper: i need to go use the bathroom wylan: i swear to fucking christ
Not An Egg: kuwei is smirking Not An Egg: He Knows
kitkat: kuwei, making uncomfortable eye contact with jesper from the other side of the room: and then the monster penises, the very large monster penises,
Not An Egg: wylan: [whispering] stop flustering my boyfriend. kuwei: I'm just contributing to the discussion. nina: what are you talking about? wylan, squeaking: NOTHING
kitkat: no one actually gets anything done during the campaigns because by the time theyve written out all the different kinds of monster penises theyve forgotten what the campaign was about to begin with
Not An Egg: wylan draws diagrams. very detailed diagrams. Not An Egg: wylan: i am not comfortable with this. kaz: it's for the sake of accuracy.
kitkat: jesper: i am exceedingly comfortable with this wylan: [flustering] no one asked you
Not An Egg: inej: I wonder how much people would pay for actual porn of this. kaz: $$.$$ matthias: inEJ NO inej: I'm just saying, we spent so much time on this, it'd be a waste to just throw it all away.
kitkat: inej: turns out i am absolutely fine exploiting the sexualities of cartoon monsters with large penises. who knew nina: YESSSSSS WE ARE GOING TO CAPITALIZE ON THIS SO HARD 
Not An Egg: matthias has to go lie down
kitkat: honestly they just bring a matthias lie down blanket and water bottle with them to the campaigns kitkat: it's pretty much inevitable
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