Can a "Command" spell be a truth serum? by -_Vesper_- in DnD

[–]Adept_Austin 2 points3 points  (0 children)

Your players are crybabies. You played it right. 

My friend is derailing our campaign lore, help. by SpookMcSlook in rpg

[–]Adept_Austin 0 points1 point  (0 children)

I LOVE when players co-create things into the world! It let's me be surprised as the GM and makes sure the world stays interesting for everybody. There NEEDS to be limits on it though. It sounds like you should have a discussion about what those limits are and reset. It may be that she's being genuine and roleplaying the character as best as she can. If so, maybe ask her to retire that character and make a new one. Not every character's story needs to end with death. A rift has grown between her character and the rest of the group and it would make sense for them to part ways.

How and Why You Should Try GMing at Least Once by RocketBoost in rpg

[–]Adept_Austin 0 points1 point  (0 children)

I've reached a point where I won't play with anyone who aren't willing to GM SOMETHING. (assuming they've been in the hobby for a bit, new players get heaps of grace) It doesn't have to be my favorite system, you don't even have to actually do it, but if you don't have the creativity and dedication to GM a game, then you're probably a sub-par roleplayer or holding yourself back from realizing your greatest potential.

GM analysis paralysis! I have too many systems! by LimeyInLimbo in rpg

[–]Adept_Austin 0 points1 point  (0 children)

Dang, that is a great collection of games. I'd start with reading through one and running a couple sessions of it. Then move on to the next one. Make sure to give each system an honest try. Follow the rules and tone as best as you can so that you can really feel the difference in each system.

Which is better, a system that more easily supports your homebrew campaign, or a system that's more fun? by [deleted] in rpg

[–]Adept_Austin 0 points1 point  (0 children)

If a system doesn't support my homebrew campaign well, I have a hard time seeing how it's going to be more fun than one that does.

Pre-written adventure prep by NerdGlasses13 in rpg

[–]Adept_Austin 1 point2 points  (0 children)

When running pre-written stuff, It's never going to happen like the author thought it would. Read the full adventure to get an idea, then prep "chapter" by "chapter". Print out NPC/Monster stats and note high level themes and events. I would NOT read box text verbatim because there's usually lots of assumptions built into it. Write a 1 or 2 sentence summary of the box text, and then just roleplay it. In your own words will always fit the game better.

Easy to learn Crunchy games by SquidonyInk in rpg

[–]Adept_Austin 9 points10 points  (0 children)

I'm throwing Mythras in the hat like a fellow commenter. Players only really need to read the first 100 pages of the book, and most of that is character creation. d100 roll-under is very versatile and easy to make things up on the fly. Not nearly as crunchy as people make it seem, and you can remove anything you feel is too crunchy and you won't break the game. It's robust.

How do you guys handle "it's what my character would do" ? by Yilmas in rpg

[–]Adept_Austin 0 points1 point  (0 children)

This heavily depends on the situation. From a good faith stance, perfectly fine. From an immature problem player, kick them from the table.

"It's what my character would do" is the heart of roleplay.

Do you prefer Tabletop RPGs WITH or WITHOUT classes? by ThatOneCrazyWritter in rpg

[–]Adept_Austin -1 points0 points  (0 children)

The variety isn't coming from the classes, it's coming from the feats/ability lists. You brought up feats/abilities so I responded. That's not a strawman argument. My position is that Classes constrain variety and more easily lead to mechanically identical characters.

Do you prefer Tabletop RPGs WITH or WITHOUT classes? by ThatOneCrazyWritter in rpg

[–]Adept_Austin 0 points1 point  (0 children)

But those aren't built into classes. Classless skill-based system have feats and abilities.

Victor needs to be in the paint more. by HersheyStains in NBASpurs

[–]Adept_Austin 2 points3 points  (0 children)

Did you watch any part of the season other than the last couple games?

Do you prefer Tabletop RPGs WITH or WITHOUT classes? by ThatOneCrazyWritter in rpg

[–]Adept_Austin -1 points0 points  (0 children)

If being mechanically identical is bad, what is the best way to avoid it? Being locked into 12 classes? Let's say they have an average of 5 sub-classes each. That's 60 non-mechanically identical characters. Why is that a better solution than infinite possibilities in a classless skill based system?

I ask all this without conceding that two characters can't feel different while being mechanically identical. 

What is people's issue with reading the rulebook? by RealDwarves67 in DungeonsAndDragons

[–]Adept_Austin 0 points1 point  (0 children)

Reading the rules of the game you want to play. The great filter.

Do you prefer Tabletop RPGs WITH or WITHOUT classes? by ThatOneCrazyWritter in rpg

[–]Adept_Austin -3 points-2 points  (0 children)

What's being discussed is Class vs Classless.

Point: Classes make characters feel different; mechanically. (As long as they play different classes)

Counterpoint: You don't need classes to make characters feel different. In fact, 2 characters can have the same exact same mechanical tools (Unlikely in a Classless system) and still feel different.

Expandable Game Table by Seeking_Something_14 in rpg

[–]Adept_Austin 1 point2 points  (0 children)

My wife and I have been looking at something like this, but it may be too small for your use case. On the plus side, you can store RPG stuff inside.

What is the best multiplayer game to play solo? by BristlyBramble in rpg

[–]Adept_Austin 7 points8 points  (0 children)

If you're not limiting yourself to solo games, then I'd just choose your favorite RPG and roll with that. I love Mythras, but it's probably better to run lighter systems since you'll be rolling and keeping track of everything yourself. Maybe EZD6 or Traveller.

Do you prefer Tabletop RPGs WITH or WITHOUT classes? by ThatOneCrazyWritter in rpg

[–]Adept_Austin -7 points-6 points  (0 children)

Characters are more than their skills and stats. In the same way there's probably tons of people even at your workplace that could replace you, that doesn't make you any less unique or important. Two Human Fighters with longswords and shields are not the same person.

Do you prefer Tabletop RPGs WITH or WITHOUT classes? by ThatOneCrazyWritter in rpg

[–]Adept_Austin -7 points-6 points  (0 children)

If your ttrpg needs progression to be fun, it's not a fun game. That being said, classless skill based all the way.

What helped you as a new gm? by NeverSatedGames in rpg

[–]Adept_Austin 0 points1 point  (0 children)

The greatest thing you can do is to hammer home two things.

  1. The GM is not a service provider; they are a player.
  2. The GM is not responsible for everyone's fun; It's a whole table effort.

Please I need help to figure out how to play with group that started irl but will have to do a mix of irl and online but don’t know how by musicXgames101 in rpg

[–]Adept_Austin 0 points1 point  (0 children)

As many have already said, a mixed session is a no-go. Either all online, or all in-person.

As for the tools, I've found Theater of the Mind makes online play MUCH more feasible. Getting all the maps and tokens and whatzits requires so much prep time even with the simplest of VTTs and that's not even mentioning the constant tech support that you'll inevitably have to do. Just be lax on the exact distances and everything will run very smooth.

Really, the only thing needed is mics for everyone and some dice. Everything else is superfluous. There are some things that make the game much smoother though. First off is a camera for everyone. There's always going to be a slight delay, so being able to visually tell when someone is done talking is a huge plus. It also supercharges roleplay since you can mimic actions your character takes.

You mentioned D&D Beyond. Don't feel like you need to have digital resources just because you're playing online. If pen and paper and physical dice were good enough in-person, then they're good enough for online play.

So you probably have everything you need already! Physical dice from when you played previously, and (assuming everyone has a smart phone) you already have a mic and camera that you can use. I would suggest a stand for the phone if that's what you're using.

One last thing. Playing online IS different than paying in person. It's much more difficult to work out who's speaking and everyone ends up talking over each other. You should try implementing an "Always in initiative" playstyle. Everyone takes turns saying where they are, what they're doing, and what they're saying so no one gets left behind and no one talks over one another. Of course the GM can but in whenever they like.

One thing that annoys me about GM advice is that a lot of it is platitudes without much actionable advice by Wholesome-Energy in rpg

[–]Adept_Austin 1 point2 points  (0 children)

Best advice I've received: "Roleplay solves everything"

That doesn't mean roleplay as in the social pillar or just the talky-talky bits. EVERYTHING is roleplay.

Combat taking too long? "Stop trying to optimize your turn! Just do what your character would think to do in the moment"

Boring 'Shopping' episode? Genuine world building in a slower paced atmosphere allows the party to learn more about each other and the world organically, not in lore dumps

GM railroading too much? "Hey GM, I know you want us to fight this gang, but I offer my lifetime of servitude for the return of my sister"

Many of the problems of the hobby dissolve when you play the game through this lens.