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sirblastalot @ttrpg.network
Posts 3
Comments 176
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  • Yeah, it saves you money...by costing the prospective employee. There's only so much we as employees can or should be willing to give up for free, and it's 3 interviews.

    I also question if more than that is really improving the quality of your hires. Far more often (100% of the time, in my experience), multiple interviews are more a symptom of bureaucracy; multiple managers insisting that they get to stick their fingers in the pie, rather than actually learning anything more meaningful about the candidate.

  • How do you pick spells to give players on scrolls, wands etc.?
  • I like to use the weird spells that players rarely take due to being less than optimal. That way they still get to use them situationally, without having to "waste" a slot.

    The exception is when there's a particular story reason for a certain type of item to crop up; for instance, a group of assassins hunting a powerful mage might have a lot of dispel and antimagic type things.

  • Why are people seemingly against AI chatbots aiding in writing code?
  • There are probably legitimate uses out there for gen AI, but all the money people have such a hard-on for the unethical uses that now it's impossible for me to hear about AI without an automatic "ugggghhhhh" reaction.

  • D&D is anti-medieval (2016)
  • And America wasn't actually empty frontier, either. It was full of the native people that had been living there since time imemorial, and the ex-europeans slaughtered and plagued their way through.

  • Add this to your next human's repertoire
  • "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
  • 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

  • Theater of the Mind Exploration Advice
  • 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.

  • In castle/fortress design, what do you call the wall placed immediately inside the gates that prevents the enemy from having a straight shot into your fortress?

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    You see something similar in the entranceway to public bathrooms that don't have doors, where it kind of zig-zags for privacy. I'm trying to figure out what this kind of architectural feature is called. Thanks!

    7
    I don't actually know how controversial or not this might be, but it does annoy me mildly.
  • 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

  • It's not Critical Role, it's Podcasting Itself

    I recently started a new campaign. Two players (one who has played in my games before and their SO, who has been begging me for a spot for years) unexpectedly dropped out, moments before our first session. Their reason was somewhat baffling; they said they didn't want to spend "all day" on this, despite the game only going from noon to 3PM. They seemed to think this was a totally unreasonable expectation on my part, despite them previously having stated they were available during that time. This puzzled me.

    I've been musing on this, and the strange paradox of people that say they want to play D&D but don't actually want to play D&D, and I've had an epiphany.

    A lot of people blame Critical Role or other popular D&D shows for giving prospective players misplaced perceptions, often related to things like your DM's voice acting ability or prop budget, but I don't think that's what's going on here. My realization is that, encoded in the medium of podcasts and play videos, is another expectation: New players unconsciously expect to receive D&D the way they receive D&D shows: on-demand, at their house, able to be paused and restarted at their whim, and possibly on a second-screen while they focus on something else!

    I don't know as this suggests anything we as DMs could do differently to set expectations, but it did go a long ways to helping me understand my friends, and I thought it might help someone here to share.

    16

    I need 1 more thing an evil necromancer dictator would have in his garden

    I've got an unholy-water fountain, a human chessboard, and an evil hedge maze. I need 1 more thing to put in the last corner of the square courtyard/garden thing. Any suggestions?

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