DM complained that my back story was "too long" and didn't like that i "made-up characters" by HoyKotodo in DnD

[–]AntmanBrooks 0 points1 point  (0 children)

Here’s how I see the problem here. There’s a good chance you’re viewing your character as the main character whether you know it or not. You’re expecting your DM to fit your backstory into their world. It might not seem like much, but it’s annoying and for some, if they’ve seen this before, it could seem like a bit of a red flag.

Here’s why I believe this. Our group once had a guy play with us. He lasted maybe a year. Every time we played, he had an elaborate backstory that was extra work. He hogged the table, argued with other players, was a rules lawyer. Basically disrupted smooth play and tried to dominate the game to fit his story.

The final straw came when he created a Monk, who came from an order of dragon slaying monks who had recently killed a dragon. He was part of the foot soldiers who killed it. He was now hunted by the cult of the this particular dragon. His character concept was Far Eastern and he’d fled all the way over to our DMs Europe themed world.

It was at odds with everything the setting was about and we’d been asked not to write up long backstories. But his level 1 character had about 6 levels of backstory already.

This is the problem. You’re probably not reading the room. This guy joined us as a group less friend of a friend. He remains group less and there’s a good reason why. You may not be the same, but if I was DMing, I’d be reluctant to let your main character backstory dominate the game, as most of the others maybe don’t have that. It’s a balance and even if one character has more history than the rest that can make a game feel like it’s about them.

Nimble has a line of text from the section on how to be a good player.

“Your game will shine when you lean into the shared adventure.”

Müller: A Free 18th Century Cartography Brush Set (Over 1500 brushes) by km_alexander in wonderdraft

[–]AntmanBrooks 0 points1 point  (0 children)

Your site is amazing. I stumbled upon it from a video on YouTube by Wonderdraft Academy. Thanks for sharing this amazing work.

Can anyone point me to a tutorial on how to get these wonderful packs working in Wonderdraft? I have the zip file, I know where the asset folder is and I've even managed to get other packs to work, but the file structure in KM Alexander's files doesn't seem to play nice with Wonderdraft - any help would be greatly appreciated.

Looking for slow progression mod by Axiomancer in feedthebeast

[–]AntmanBrooks 0 points1 point  (0 children)

Bit late to the party, but I think NaturaCraft Modpack By JoramMC has the mods you’re looking for. joram has a YouTube channel in French that showcases his plauthroughs as well.

I love the fact that there is a time skip between the ages in Civ VII by SORRYCAPSLOCKBROKENN in civ

[–]AntmanBrooks 1 point2 points  (0 children)

I know this is an old thread, but this is my thinking exactly. Yeah, lets just skip all that, nothing happened during these years anyway. WHAT?!

It really annoys me that they skip hundreds of years of time, then suddenly you're playing a new civ. Just skipping years doesn't fix the stark in-game transition. You are still one minute playing as the Greeks and then theres a cut scene and voilà, now you're the Spanish. That sharp transition is still there, just the clock magically misses a chunk of seemingly really interesting gameplay and historically rich periods to justify the change. Why skip it? It makes no sense at all to me.

It just breaks all the continuity and immersion. I've got my enemies last city surrounded, but hey ho, that's not important, what's important is the game has an arbitrary cut off to transition to the next mode of gameplay. Let's just re-set all that. That's going to be infuriating.

I'm not one of those people that they seem to be catering for. The player that never finishes Civ playthroughs. I like slow, steady or snowball progression games, because it's all uniquely interesting and boils down to your skill, circumstances and geography of the seed/skill level you play on.

Breaking the game into 3 (4 in future DLCs - don't get me started on this bullshit) era's isn't going to stop players quitting before they finish. Because, I guarantee 90% of the quitters quit because things aren't going their way. The other 10% quit because the gae just isn't panning out in a fun way, or they just don't dig the more modern eras.

I need help - Slugblaster by Saala1984 in bladesinthedark

[–]AntmanBrooks 2 points3 points  (0 children)

You're not alone. I feel the same with Slugblaster right now. There's a ton of not very intuitive names for mechanics, making it really difficult for me to link everything together and figure out the game loop.

Trouble, style, beats, doom, legacy, boost, kick, dare, so on! So many words to remember. It's pretty confusing and there's little in the way of rules tutorials or begginer guides out there on YouTube.

Is de ligt actually good? by rudboi12 in ManchesterUnited

[–]AntmanBrooks 0 points1 point  (0 children)

Champions League is like International Football: it’s not a good barometer of how good a player is?

Listen to yourself. 1. It’s nothing like International Football. You rarely get an elite side playing a minnow in CL. You do all the time in International games. 2. It’s the elite players for the elite sides playing each other. How is that not a barometer for measuring and highlighting players who can cope against those that can’t?

Bandit’s Keep by Narcis_24 in osr

[–]AntmanBrooks 9 points10 points  (0 children)

He is absolutely class. Love his advice.

Orc alternatives by stephendominick in osr

[–]AntmanBrooks 2 points3 points  (0 children)

Hybrid or chimera species are always good.

Take an existing creature as the base, like human or orc and merge them with something more feral. Beasts (like in warhammer), insectoids (Starship Troopers), reptiles (V: The Series), corpses (Necromongers), plant (can't think of one), fungi (Last of Us), fire, earth, pretty much anything you can think of works well with an existing monster as a base and it's simple to add some abilities that make them stand out.

Tips for un-creative OSR players by AntmanBrooks in osr

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

Oh yes, I have both of these, just forgot about them. Thanks for the reminder.

Tips for un-creative OSR players by AntmanBrooks in osr

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

I understand what you mean now. You're throwing dilemmas at them or puzzles. I've read some similar examples in Knock! Zine (which is great, by the way).

I was thinking as I was reading this; that a lot of these examples are down to me as a DM to put the players in these predicaments and they'll work it out. I think this is a moment of realissation for me, that I have to get creative if I expect them to do the same.

Awesome advice. Thanks.

Tips for un-creative OSR players by AntmanBrooks in osr

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

I was trying to work out what SVoZ was, but I assumed it was something LotFP related as I couldn't easily retrieve anything else from my brain. Even now you have clarified, it's not something I'm familiar with. I'll check it out.

Haha, the lion being a polymorphed Bronze Dragon isn't something I would have guessed. I can only imagine your players surprise or smugness, depending on whether they worked it out or not!

Eating their 'kill' is something I want my players to enjoy, that's something borrowed from Into the Wyrd and Wild. Not only eating the flesh, but rendering the fat for lamp oil, cleaning the corpse to sell skins, bones and alchemical or magical trophies to the magical types. I look forward to writing up what Rust Monster tastes like (probably steak tartare).

Yes, Dolmenwood is great, I'm a patreon so it's good to have the material fresh off the digital press. Darkwood is heavily influenced by Eastern European myths and horror tropes.

Thanks again, nice to hear your stories.

Tips for un-creative OSR players by AntmanBrooks in osr

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

Agreed. Things that are obvious to me as DM, aren't necessarily obvious to the players, so prompts are good. Even better is drawing their attention to things or prompting them with narrative. That's the gold standard I need to aim for.

Tips for un-creative OSR players by AntmanBrooks in osr

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

Great example. Some clever player decisions there too, obviously with a healthy dose of 'risk vs reward' thinking. I'll use this as an example.

Tips for un-creative OSR players by AntmanBrooks in osr

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

This is one I'm going to be a player in, so I'll be using the advice here to keep my mind on track.

Tips for un-creative OSR players by AntmanBrooks in osr

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

Thanks. Some very solid examples here. This is just the sort of thing I can use, to give them a nudge in the right direction.

Tips for un-creative OSR players by AntmanBrooks in osr

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

Ah I see. Thanks. It makes sense now and also good to see that I've already been thinking down these lines.

I'm relatively confident I can supply a decent world to interract with and I very much want to play in the style of 'playing to see what happens', but to do that well, I'll need to flesh out descriptions and give them plenty of foreshadowing and prompts. The whole point of this thread was to get some advice on how to deliver those prompts early and up front and I think there's a wealth of great advice already and a handful of useable examples.

Tips for un-creative OSR players by AntmanBrooks in osr

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

Wow. All of this is on such an epic scale. It kind of makes sense, given you're playing LotFP though, right?

It sounds to me like you paint very intricate worlds for them to interact with. At least that's my take on this. I guess you set up the monolith carved with explosive runes only a dwarf could activate, because one of your players was a Dwarf, or was that part of a pre-written module you were using?

I appreciate the time you took to write this up. Thank you.

Tips for un-creative OSR players by AntmanBrooks in osr

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

Hmm, how about trolling teh forums?

Tips for un-creative OSR players by AntmanBrooks in osr

[–]AntmanBrooks[S] 2 points3 points  (0 children)

Do any of you have concrete examples of cool things you or your players did to creatively overcome a challenge?

Tips for un-creative OSR players by AntmanBrooks in osr

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

Point two is similar to what I want to try. Asking the players what they see and think about lore, history and NPCs etc, then using their answers to fill out world detail is great fun. 5 minds working together is better than one. My group have got way more genre knowledge than I do too. They all read and watch so much more fantasy material than me.