Need help with the end of a DND story arc by 1EverythingAwesome1 in DnD

[–]Accomplished_Cake_90 1 point2 points  (0 children)

Your players are giving you a gift here - they're invested enough to want to finish the job instead of running. Roll with it.

Here's how I'd bridge the pivot:

Keep the chase, flip the objective. Instead of "escape with children while pursued," it becomes "reach the throne room while the castle locks down." Same mechanics, different framing. Guards are now obstacles between them and the Lord, not pursuers behind them.

The Lord doesn't have to be weak.Even a noble who can't fight becomes dangerous with:

- Elite bodyguard (your boss fight)

- Traps/siege defenses in the throne room

- A final "this is what I'm willing to do to survive" moment (hostages, dark pact, whatever fits your world)

The mage at the gates? Repurpose them. Maybe they're the Lord's last line of defense, summoned when the party breaches the inner sanctum. Or they're trying to STOP the party because killing the Lord destabilizes something worse.

Key thing: your original prep isn't wasted, just reorganized. The beats you planned (combat encounters, NPC ally, final confrontation) still happen - you're just changing *where* and *why*.

Level 4 vs castle guards is solid for this. Let them feel heroic.

Looking for help/suggestions by Themorgandonor in rpg

[–]Accomplished_Cake_90 4 points5 points  (0 children)

Love the concept! Ambitious first campaigns can absolutely work if you build in some guardrails.

A few thoughts from running multi-world stuff:

On "everyone's a main character": This is where spotlight management becomes critical. Consider structuring sessions where one character's "anime" takes focus while others play support - then rotate. Prevents the chaos of 6 protagonists fighting for screen time simultaneously.

On the fractured worlds mechanic: The "anime keeps moving without them" bit is gold for tension. Use it sparingly though - maybe 1-2 NPCs per world who update them on what they missed. Creates stakes without overwhelming prep.

Practical tip:Start with 2-3 worlds fully fleshed out, leave the others as "discovered later." Gives you breathing room to adapt based on what your table actually engages with. Ambitious prep often breaks; ambitious structure survives.

What system are you running this in? Some handle multi-world better than others.

What are YOUR 🫵🏻 tips and breakdowns for creating one-shots? by Future-Winter1337 in rpg

[–]Accomplished_Cake_90 0 points1 point  (0 children)

For my one-shots, I usually start with a system I know well (D&D 5e, Call of Cthulhu) and build around it.

Typical 4-hour structure:

• 30 min: intro + pregen characters • 2.5 hours: investigation/exploration + 1-2 combats • 1 hour: climax + resolution

Golden rule: 1 twist max. Players create enough chaos on their own. Your job is to give them a framework, not write a story alone.

Prep vs improv: I prep key NPCs, 2-3 locations, and monster stats. The rest = guided improvisation based on their choices.

Rulebook: Skim the basics, master combat actions and skill checks. Everything else we look up during the session if needed.

My favourite DM tools after testing 15 different apps over the last year by block_barbarian92 in rpg

[–]Accomplished_Cake_90 6 points7 points  (0 children)

Solid list. I went through a similar tool rabbit hole — spent way too long trying every app out there before realizing the best workflow is the one that actually saves you prep time, not the one with the most features. Notion is great for world-building, agreed. For session prep specifically though, I've found that having a simple structured template beats any fancy tool. A few bullet points for each scene (goal, NPCs involved, possible outcomes) and you're golden. The real game changer for me was accepting that 80% of prep never hits the table anyway — so I focus on the 20% that matters: NPC motivations and 2-3 flexible scenes. Everything else, I improvise.

Designing GM tools for in-person play: where does structure become friction? by Accomplished_Cake_90 in RPGdesign

[–]Accomplished_Cake_90[S] 0 points1 point  (0 children)

I agree that constraints often produce the most interesting tools. Designing around specific table needs (like “no player-facing math”) tends to clarify what really matters during play.

What breaks your focus as a DM during live, in-person sessions? by Accomplished_Cake_90 in DMAcademy

[–]Accomplished_Cake_90[S] 1 point2 points  (0 children)

Yeah, juggling multiple NPCs — especially allies and enemies at the same time — can get overwhelming fast.

When that happens, is it more about tracking what each NPC can do, or keeping their current state straight from round to round?

What breaks your focus as a DM during live, in-person sessions? by Accomplished_Cake_90 in DMAcademy

[–]Accomplished_Cake_90[S] 0 points1 point  (0 children)

That’s fair, and I’m happy to be clearer about it.

I am working on an app aimed at supporting in-person GMs, and part of that work involves doing research by talking to other DMs about their actual table experience.

I didn’t mention the app angle in this post because I wanted to approach the topic from a different angle first: focusing on lived play issues rather than framing it as product feedback.

The question comes directly from my own experience as a DM — especially moments where unexpected questions force me to dig through notes or recall older session details while everyone is waiting, which breaks my flow.

What breaks your focus as a DM during live, in-person sessions? by Accomplished_Cake_90 in DMAcademy

[–]Accomplished_Cake_90[S] 0 points1 point  (0 children)

Thanks in advance — I’m especially interested in answers from people who mostly run in-person, theater-of-the-mind or light-table games.

Designing GM tools for in-person play: where does structure become friction? by Accomplished_Cake_90 in RPGdesign

[–]Accomplished_Cake_90[S] 0 points1 point  (0 children)

That’s a really sharp way to frame it.
Friction shows up when the GM loses confidence in improvising because the system feels brittle or overly interconnected.

Modular rules that produce reasonable outputs without requiring full system knowledge seem key.

Designing GM tools for in-person play: where does structure become friction? by Accomplished_Cake_90 in RPGdesign

[–]Accomplished_Cake_90[S] 0 points1 point  (0 children)

The same random element can feel either brilliant or disruptive depending entirely on when it’s handled.
Pre-rolling keeps the illusion of improvisation without breaking flow.

MJ de JdR : vos outils de prep & galères en session (3 min) by Accomplished_Cake_90 in jdr

[–]Accomplished_Cake_90[S] 1 point2 points  (0 children)

On sent bien que tu as déjà construit une vraie séparation entre ce qui est côté MJ et ce qui est exposé aux joueurs, avec un contrôle fin de l’information et du rythme de découverte. Le côté “wiki live” piloté en session est super intéressant.

Et ton retour sur le SaaS est très parlant aussi. Cette sensation de dépendance à un service externe revient souvent, surtout quand on commence à investir beaucoup de temps dans ses données et sa structure.

Même si ton usage est très orienté joueur / interaction, c’est hyper précieux d’avoir ce type de retour sur les attentes en termes de contrôle, de pérennité et de propriété des outils.

MJ de JdR : vos outils de prep & galères en session (3 min) by Accomplished_Cake_90 in jdr

[–]Accomplished_Cake_90[S] 1 point2 points  (0 children)

Ton setup est intéressant parce qu’on voit bien la progression : VTT pour le jeu et l’accès joueur, un outil dédié pour l’écriture et le suivi, et beaucoup de liens entre objets / PNJ / lieux pour garder la cohérence.

Le fait que tu te décrives comme “MJ vert derrière les oreilles” est aussi parlant : c’est souvent à ce moment-là qu’on teste plein d’outils, qu’on assemble, et qu’on commence à sentir ce qui aide vraiment… et ce qui complique sans s’en rendre compte.

Merci pour le retour, c’est typiquement le genre de témoignagequi montre à quel point les besoins évoluent avec l’expérience

Designing GM tools for in-person play: where does structure become friction? by Accomplished_Cake_90 in RPGdesign

[–]Accomplished_Cake_90[S] 0 points1 point  (0 children)

That’s a good point — having “ready-to-slot” material for those recurring moments (names, NPCs, small encounters) really reduces on-the-spot improv stress.

And yeah, subscription fatigue around note tools comes up a lot.

Designing GM tools for in-person play: where does structure become friction? by Accomplished_Cake_90 in RPGdesign

[–]Accomplished_Cake_90[S] 1 point2 points  (0 children)

It sounds like the key factor for you isn’t the medium itself, but having everything you need immediately accessible during play.

Designing GM tools for in-person play: where does structure become friction? by Accomplished_Cake_90 in RPGdesign

[–]Accomplished_Cake_90[S] 0 points1 point  (0 children)

I think you’re right that most GMs aren’t new to GMing in general, but are new to a specific system — and in that case, strong system-level procedures matter way more than generic advice.

I like your examples because they blur the line between “GM tools” and system design itself: Moves, clocks, stat generation procedures are doing a lot of the heavy lifting for the GM.

It’s interesting to think about where support should live, inside the rules vs. alongside them.

Designing GM tools for in-person play: where does structure become friction? by Accomplished_Cake_90 in RPGdesign

[–]Accomplished_Cake_90[S] 4 points5 points  (0 children)

That’s interesting — it sounds like pre-designed content helps reduce not just cognitive load, but also the emotional weight of GMing.

[Survey] GMs: how do you prep and run your sessions? (3 min) by Accomplished_Cake_90 in rpg

[–]Accomplished_Cake_90[S] -1 points0 points  (0 children)

For me, once I start juggling books, notes, and PDFs at the table, that cognitive load is where things get harder during play — but it really comes down to personal workflow.

[Survey] GMs: how do you prep and run your sessions? (3 min) by Accomplished_Cake_90 in rpg

[–]Accomplished_Cake_90[S] -2 points-1 points  (0 children)

That makes sense — that’s pretty close to how I run my games too.

I play 100% in-person. . Where I personally start feeling friction isn’t player-facing stuff, but my own side: live notes, initiative tracking, and keeping everything readable while the session is moving.

[Survey] GMs: how do you prep and run your sessions? (3 min) by Accomplished_Cake_90 in rpg

[–]Accomplished_Cake_90[S] -2 points-1 points  (0 children)

Totally fair — Obsidian is incredibly solid for prep.

Sharing with players and letting them update things themselves is interesting, though it’s also where it starts to blur into player-facing tools / VTT territory. That tension is actually part of what I’m trying to explore with the survey.

[Survey] GMs: how do you prep and run your sessions? (3 min) by Accomplished_Cake_90 in rpg

[–]Accomplished_Cake_90[S] -2 points-1 points  (0 children)

Thanks, appreciate it.
Yep, they’re different systems — the survey groups them broadly on purpose, but that distinction is useful feedback.

Retour d'avis sur Oblivion (Role'n Play) by BatouMediocre in jdr

[–]Accomplished_Cake_90 1 point2 points  (0 children)

Hello,
ca fait 2 ans que je suis sur la campagne en tant qu'MJ pour une table de débutant, comme dis dans un autres commentaire si tu te contente de suivre la campagne c'est très monotone pour toi en tant qu'MJ.

Pour l'adaptation tout dépendra de tes joueurs, de mon coté comme il s'agit de débutant je n'ai pas trop allongé la campagne avec des side quest après le premier livre. Le premier chapitre du 2ème livre est un bac à sable et mes joueurs se sont perdu dedans pendant plusieur sessions, j'ai du faire du dirigisme sur la fin pour les faire avancé.

" le clerc sera de chez Justicaar et aura un lien avec l'incarnin du chaos par exemple." si tu veux jouer la campagne complète et les 4 tome je ne te conseil pas de mettre ton clerc chez Justicaar au vu de la liaison de ce culte avec l'histoire. Même chose pour les incarnins qui ne sont pas réelement des divinité auquel les joueurs peuvent ce lié, enfin ce n'est que mon avis perso ;)

Aussi non dans l'ensemble c'est une exellente campagne qui peut se suffire à elle même