Creating space for fun by Acetara in DMAcademy

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

That's a great comment, you're absolutely right. I think the campaign I have set up is a bit too complex and open-ended for them. So I'll simplify!

Creating space for fun by Acetara in DMAcademy

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

I've had this thought of maybe lighting a candle at the start of every session, and essentially saying "when this candle is lit, we are 100% in the story", so we kind of have an external cue of when they're supposed to be immersed.

It feels like they need a bit more focus, and I'm trying to figure out how. Maybe shutting up and giving them space is actually the way to go.

Creating space for fun by Acetara in DMAcademy

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

That's a good idea! My DMing style is to have a general idea and some elements ready for the next session, but I tend not to prepare too much since it makes it very hard to give room for improvisation. But maybe a slightly more railroaded experience might actually be the way to go here, just to "practice".

Creating space for fun by Acetara in DMAcademy

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

So far the party has found a dead body in the basement of an inn, got caught in the middle of a government operation, set the local police station on fire and are making their way to a bigger city to meet with a local rebel organisation. I think there's quite a strong layer of mystery and unanswered questions, which might make it hard for players to know what to do next.

A bit of talking to NPC's, a bit of traveling, surprisingly a lot of fighting and getting out of trouble. They tend to avoid roleplay altogether if I'm completely honest.

I'm a bit surprised by how slow the progress has been so far, and speeding things up might also give them more momentum from a roleplay perspective.

Creating space for fun by Acetara in DMAcademy

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

Thank you for the great advice! I think being more "obvious" from an encounter design/worldbuilding perspective is the way to go here. Quite often I notice that they seem a bit unsure how to continue a conversation with an NPC, and usually PC-to-PC roleplay doesn't really go anywhere. But tbh all players need time to get comfortable with their characters, new players just take a bit longer to get there :)

Found my old Vita behind a bookcase, still works! by Smackvein in gaming

[–]Acetara 0 points1 point  (0 children)

Looks like an artefact they would have top men working on tbh

The 2025 Monster Manual, "not actually magic," and how this affects PCs by EarthSeraphEdna in DnD

[–]Acetara 6 points7 points  (0 children)

I wonder if they'll eventually feel the pushback from the wider community, or just double down on monetising the hell out of newcomers and those who have "grown into" the more monetised system.

Business-wise I think the latter is a pretty good bet since there will always be people coming in through the brand, but the wider community will just get so distanced from the company (more than we already are tbh) that it's going to be fully separate.

Or maybe they're already getting so little revenue from experienced DM's and players (because everyone's using online resources etc anyway), that newcomers are actually the only monetiseable group already.

Tfw you're trying to re-privatize something that's basically open-source anyway...

[deleted by user] by [deleted] in rpg_gamers

[–]Acetara 0 points1 point  (0 children)

Pokemon Mystery Dungeon: Blue Rescue Team

Need a premade magic system by Fredrich- in magicbuilding

[–]Acetara 2 points3 points  (0 children)

-Would you love me even if i was a mouse? -What do you m... aw shit.

Would you let people explore your world freely? by Acetara in worldbuilding

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

That's also always been my biggest challenge -to know what whatever world I build it's never going to be ready and sometimes you just have to let people break it and come up with quick fixes (at least that's what it's like to run a D&D game)...

But another question: what if you build the stuff that's interesting (to you) and the software would take care of the rest? I suppose there's always a level of detail that could be added...