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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)SI
Posts
4
Comments
242
Joined
2 yr. ago

  • "You go to ask your Grandpa about it. He tries to explain but is so fucking racist you can't even tell if he's still speaking common. In between gibberish that's probably old-timey slurs, you pick out something like 'follow the quest hook' and 'the dm already told you where to go'"

  • Whew

    Jump
  • Management wanted to double-dip. It's why they released when they did, they thought if it was any later, no one would buy ps4 copies. Lextorias did a good video on it, if you like long form essay content: https://www.youtube.com/watch?v=HPYYmyhf3ns

  • Battlemaps are good if you're going for a swashbuckling or strongly tactical feel. I like to say 'your players can't swing from the chandelier if they don't know there's a chandelier.'

    Battlemaps are great for a certain aesthetic (in the the game design sense of the word) because they allow you to add things for players to improv with without explicitly enumerating a static set of options. If you draw the inside of a tavern, when the tavern brawl breaks out they may do something that surprises you; "Can I throw the bottles at him/flip over the table/dive behind the houseplant/throw him out the window/etc" Whereas theatre of the mind requires your player to either intuit that there would be a bottle on the table that they could throw, or you to explicitly say "and there's a bottle on the table in front of you." And if you tell them there's something in front of them, they will laser focus on it and never even think to flip the table/dive behind the houseplant/etc.

    Theatre of the mind is good for games that put the emphasis elsewhere. If the focus of your game is on entrigue, or courtly drama, or in a setting that's highly improvised, that's when theatre of the mind shines.

  • I'm baffled by both the fighting in these comments and the overall vehemence. If you want to put a cool cursed item in your game, just drop it when the players are still too low level to have remove curse...or make it subtle enough that they don't initially realize it's cursed.

    EDIT: NVM I just realized you're all trying to ape the critical roll thing and didn't plan for getting player buy-in or homebrew

  • I have no idea what book y'all are talking about, but does it specify that the rifle projects antimatter in any way? Maybe it uses antimatter in place of chemical propellant to fire a slug really fast? (and some handwavey technomaterial to contain the pressure)

  • Starbucks is a real coffee chain that exists in the real world. Moondeer and sunfawn follow the same naming scheme, but the players didn't realize that was what the DM was building to until the big reveal. It's...pun-adjacent.

  • De Lancie invited the local bronies in my area to attend an opera he was narrating. I attended and he came and hung out with the bronies afterwards, saying he wanted to thank us for sharing our thing with him by sharing his thing with us. He stayed late after, signing autographs and chatting with people, for so long that I think he may actually have missed his flight. He was a super sweetheart. Maybe he needs to vent about the nasty fans behind closed doors sometimes, but I can't begrudge anyone that. I recognize that it's only one data point, but he made the effort to do something nice for us on his own initiative, was incredibly generous with his time, and was kind to me, personally. I will always appreciate that.

    EDIT: Also, it was a free event so it's not like he was trying to sell tickets or anything, and there were less than a dozen of us so I doubt it was a self-serving PR move.