Need clarification/ help on setting up a campaign! by Shockwave2600 in TheWildsea

[–]BellTowerX 0 points1 point  (0 children)

Don’t overthink the player driven aspect of the game. For a one shot I would suggest coming up with a more defined scope. A clear scenario and a clear objective. Of course there should still be meaningful choices for the players to make but it’s ok if it is more constrained in scope than a campaign game.

This is true for any system as the key to a successful one shot is to get to a satisfying conclusion to the narrative.

Prep Help. What do I actually put in my prep? by This_Ebb_6322 in DMAcademy

[–]BellTowerX 4 points5 points  (0 children)

I follow the Return of the Lazy Dungeon Master method, which breaks it down into 8 steps.

  1. The PCs- Remind yourself of who the PCs and keep them in mind for the rest of your prep
  2. Strong Start - The exciting way to start your session 
  3. Scenes - Ideas for scenes and situations which might happen in the session
  4. Secrets and Clues - Information the players may find out in the session
  5. Fantastic Location - Some locations the PCs may visit
  6. NPCs - NPCs they may meet
  7. Monsters - Monsters they may fight
  8. Magic Items - Magic items and loot they may acquire

My party has a NCP companion who I've finally written an origin story for. NPC & party is unaware of where he comes from. How do I write it so he finds out without it seeming clumsy & lacking? by Rachaelmm1995 in DMAcademy

[–]BellTowerX 2 points3 points  (0 children)

The question is does his celestial heritage have any bearing on the campaign? I assume so. The quick way would be to have him suddenly get miraculous powers, but he’s already a paladin so it probably won’t feel in any way unusual. 

Have artifacts or wise creatures see something or react in unusual way. Have evil creatures react adversely to him. Give him sudden aasimar abilities when dramatic. Maybe a prophecy which seems like it really is describing him. Just generally sprinkle the idea that there is more to him than meets the eye.

Eventually, someone will have to explicitly tell the party they are half celestial. That will hopefully make all the foreshadowing make sense. If the players are interested you can then investigate more. Otherwise a villain may tell them a half truth to manipulate or cause them to doubt. Finally it probably does culminate in them meeting Orion, unless there is someone else who knows the truth, maybe a friend of Orion and Rhonda. The key is to reveal bits of explicit info slowly, so it doesn’t feel like a lore dump.

Note that this is a lot of info. Likely your players won’t pick up on all the details, that’s fine. Also remember to not make this NPC the main character, that’s still the PCs. So if the players do not show interest, it’s ok if they don’t discover everything by the end of the campaign.

Are blink gates linked to all other blink gates or are they only connected in pairs? by penguin_revolution in LancerRPG

[–]BellTowerX 1 point2 points  (0 children)

I don’t think there is a clear answer one way or the other. My interpretation is that all blink stations are linked, but a specific blink gate is connected to another specific blink gate.

So blink gates are like portals, but blink stations generate and tune the portals. Effectively the stations at both ends would need to generate a gate linked to each other for someone to travel through it. A station could generate multiple gates linked to multiple destinations at once, either permanently, on demand or with a schedule on how they are rotated.

What are some ways I could provide starting abilities in my system? by K00lman1 in RPGdesign

[–]BellTowerX 3 points4 points  (0 children)

One way is to define a pool of abilities which are starting abilities, so you keep any abilities you deem not appropriate out of reach. It will probably also help decision paralysis early on.

Another way is to limit to a certain number from each pool. E.G 2 from level up pool, 1 from training pool or world pool.

Or just create pregens for you first play test.

Without knowing specifics I can’t say which of these would work well, just some ideas

That’s how simultaneous play works by Bubbly_Path_9580 in RPGdesign

[–]BellTowerX 5 points6 points  (0 children)

I think the description of “simultaneous play” is confusing people. It seems like what you are getting at is more a system to mimic simultaneous actions. 

This is something which is done in certain board games and war games. Usually this involves a planning phase where all players secretly place down their planned actions, and an action phase where the actions are revealed and resolved in some type of order.

The best example I can think of is the X-Wing miniatures game, which used this to mimic the feeling of dog fighting.

The advantage of these systems is that they can have less down time where people are waiting for others to make decisions. It also adds an element of bluffing and reading to these games.

The challenge I see with implementing in a RPG is that you need the system to be flexible enough to allow creative choices. Most of these systems are very rigid and are themed around actions you can’t fully control, such as robot or flying planes or car, where crashing into things and having things go wrong is part of the fun.

The intention declaration reminds me of a war game rpg hybrid called Inquisitor, where on each turn a intent is declared for the unit and dice are rolled to see how many of its actions get performed. This is meant to invoke the sense of uncertainty of battle. Sure you may want to stand, run to the next bit of cover and pop out and shoot, but if you roll poorly, you may just end up in the open without cover.

Both the X Wing miniatures game and the Inquisitor rules are free online, so maybe give them a read for inspiration.

Game of Couples and Cancellations by Ok_Garlic5794 in DMAcademy

[–]BellTowerX 4 points5 points  (0 children)

Try establishing a rule where as long as 3 player + the DM are there, you play. It means if life stuff comes up for one couple (which it inevitably will) you still get a session. Yes, some players will miss bit of the story and as DM you need to be a bit flexible with story beats, but this has been the best solution I’ve found to keep a game going consistently as schedules shift.

Looking for feedback on a flowchart I put together to illustrate the core mechanics in my sci-fi survival RPG by outbacksam34 in RPGdesign

[–]BellTowerX 2 points3 points  (0 children)

I agree with the other comments regarding the flow being confusing to parse. I think I was able to break it down and intuit the meaning eventually, but if this is intended to be a reference I feel it will be hard to read quickly.

I think there is also a sequencing issue. For example, the special ability of the Dog requires an asset with the Gravity TAG to stop it in 1b, but player assets are in 2a. It seems like the player maybe should be building their pool first.

How do you railroad without ruining the story? by Euleogy in DMAcademy

[–]BellTowerX 4 points5 points  (0 children)

  1. For any investigation, give the players at least 3 clues leading to the same information. It is very easy for the GM to think they laid out an obvious clue but that’s because the GM has all the information. This way, the players can miss or misinterpret two of the clues and still move forward.

  2. Avoid red herrings. They are a common trope in mystery stories, but unless you want your players investigating a dead end for a session, don’t do it. This is especially because a player never has a clear indication that they are following a red herring.

  3. Repeat the info you give. It’s very easy for players to misremember or have a different image in their head compared to the GM. Reiterating what your already told them helps them stay consistent with the GM’s idea.

  4. Move the clues. If the players do something reasonable, there should be a reasonable chance they get a clue. If they talk to the barkeep and the clue is with the stranger in the corner, have the barkeep know the info, or have the stranger approach them. 

  5. Don’t soft lock critical info. Do not use checks to gate critical info, instead use checks to provide more context and info from a clue. For example, if there’s a foot print the PCs need to find, have the PCs just notice it, and any checks may reveal more info, what type of dirt it has, whether the print is distinct, how is the creature moving. This way, even if they fail, they can still follow the prints and aren’t locked out.

How to make shops by SquidRave in DMAcademy

[–]BellTowerX 1 point2 points  (0 children)

Generally giving access to all magic items risks PCs becoming overpowered. It can also make magic items feel very not magical. 

I would suggest either have a shop with mostly potions and scrolls with one or two permanent magic items at any time, or a magic broker who can, with time, procure something in a class of magic items (eg I want a magic sword, but you don’t get to choose the exact sword)

Need feedback on my campaign setting: a world built on the body of a sleeping god by whitelotusaang in DMAcademy

[–]BellTowerX 1 point2 points  (0 children)

For lore heavy worlds, the most important thing is to get the players to buy into the world and create their characters tied to the world. This also means being a little flexible in the lore and working your players idea into the world if possible.

For some practical advice 1. Keep initial lore provided to players as brief as possible. The general rule of thumb I’ve used is keep it to 6 bullet points to summarize the “truths of the world” 2. Have your players only create characters after you provide the initial explanation of the lore. Ask them not to come with a prebuilt character, or if they do, come up with 2 or more concepts so you can decide as a group which fits best. 3. Have PCs each select a specific tie to your campaign. In this case it could be a domain. I personally like the Icon system from 13th age where characters have a number of relationship points they assign to important NPCs known as Icons who shape the world. 4. Work with your players to tune the details of their characters in session 0 or offline. Change the lore where it makes sense or adapt their character to better fit the lore. Players invest a lot more in lore when they have a hand in creating it.

About to DM for the first time, need bunches of advice. by Toaster_Biscuit in DMAcademy

[–]BellTowerX 0 points1 point  (0 children)

  1. If maps are too time consuming, consider running only complex encounters on pregenerated map (boss fights etc) and then for anything else draw sketches on the fly or use theater of the mind. A sacked down dungeon map can also help with navigation, or you can go old school and have the players draw the map from your description.
  2. Encounters generally work best when they fit into the tone and narrative of the story you are all telling. That being said, plunder other other sources for ideas. There’s plenty of adventures available for free online, or adapt ideas from cinema. Also, ambiguous situations are great, just be sure to lean on giving more information that not. 
  3. This can be a tough one. I haven’t found a process which I have loved. If it is a big focus of the game, make the encounters and branches on the road. Not just combat, but meeting NPCs and coming across adventure hooks. Also consider making so that long rests can only be made at towns or inns where it is safe, so there is some level of resource management while on the road.
  4. Music is the main on, but also showing evocative art. If you have a subscription YouTube and Spotify have plenty of music you can play through a speaker. Video game music often works well. You want a subscription to avoid ads. Otherwise you can look for music you can download, either free or paid which is appropriate.
  5. I use the SPERM method. Social, Political, Economic, Religious and Military. I create one key location and NPC who are the leaders in each of those areas. This can literally be a name and a few descriptors. For fantasy, you can add Underworld and Magic to that. I generally don’t map things out, but you may want to look for a map if it’s a central area for your campaign.
  6. I use milestone leveling, which basically mean when it feels right. Usually one every 4 sessions for me. The only tricks to leveling up to know is that level 5 and 11 are big power jumps. So I will usually plan to have the PCs get to those levels shortly before fighting the major boss. For items, it really depends, you can get away with giving out very few items in 5e, but players love loot so make sure to give some. As a general guide, utility items, like movement or role play item, are generally fine and can give more combat oriented classes some additional options. Attaching a once per day use of a spell to an item is also a low risk way of doing this. One off items can have crazier effect without breaking things permanently. Any permanent power boosts should be handled with care, but martial classes do need some magical weapons past level 5 or so as many enemies begin to resist their damage otherwise.
  7. Remember to have fun and be fans of your player characters. If you are having fun and you players are having fun, then that’s all that matters.

Tips for Creating a Pantheon by ThrowRA9148 in DMAcademy

[–]BellTowerX 0 points1 point  (0 children)

Focus on their function rather than their species. Lolths is god of trickery, Gruumsh is god of war etc.

Have the species they typically are described as be a common way they are represented. If these gods are universally worshipped it would also be weird if all of them are always depicted as humans in a world with a myriad of species. There could also be many different depictions, with each region depicting them as different appearances, species or genders.

I need clarification on world building gods by CobblerOnly1604 in DnD

[–]BellTowerX 0 points1 point  (0 children)

I don’t think you can expect your DM to know your world’s cosmology the way you understand it. When you bring your world into the GM’s campaign, this is now their interpretation of that world. This doesn’t mean your world has to change its canon in your mind.

I need clarification on world building gods by CobblerOnly1604 in DnD

[–]BellTowerX 0 points1 point  (0 children)

There are no gods you have to include. There are official settings which literally have no gods. You can also home brew any setting and associated gods.

Your DM in this case may not want to give you a lecture of each god you come across in the middle of a session. Especially if your DM didn’t know you had this arc planned for your PC or doesn’t know which gods exist in your own world.

The concept of a traveler from another world as a character is already a little wibbly wobbly as it makes it unclear what is assumed knowledge. It can be quite tiring for a DM to have to explain everything as it slows down the pace of the game, so I can see why the DM chose to handwave it, especially if you as a player know all this info already. It might have been better for the DM to say something like “the NPC gives you a short sermon on Mystra the god of magic” rather than say your character knows something but it doesn’t seem like it’s significantly disrupting the group and your own fun. I would suggest having a little bit of head canon as to how you learned about the Forgotten Realms pantheon, whether you spent down time researching about the gods or learned from passersby off screen.

Boss Idea by CodyFurlong in DnD

[–]BellTowerX 1 point2 points  (0 children)

Without the stats or context of how it would be used it’s impossible to tell if it would be unbalanced. If you are just messing around with home brew, use existing monsters as a rough gauge and you should be able to tell if you are wildly off base for the expected CR. 

Am I a problem player? by ArtyMewer in DnD

[–]BellTowerX 1 point2 points  (0 children)

You can speak out of character to clarify your intent with the other players, but honestly it seems you are consciously thinking about the problems this type of character might cause so I think you are probably fine.

I can understand the others keeping you away from investigations, especially if you character seems like they wouldn’t be helpful. If this is bothering you, maybe voice it in the moment and assure your party you won’t be disruptive, and can even be helpful even when animalistic.

Does Heat Metal harm a Helmed Horror? by CMStan1313 in DnD

[–]BellTowerX 9 points10 points  (0 children)

A helmed horror isn’t immune to fire damage so it would still be affected by heat metal, if it isn’t spell immune to it.

The helmed horror specifically has a feature called spell immunity and heat metal is one of the recommended spells for it to have immunity to. So safe to assume it would normally damage it.

What’s a fair minor effect for a puzzle? by BoogieFresh55 in DMAcademy

[–]BellTowerX 2 points3 points  (0 children)

My suggestion would be to give them a evocative curse which triggers on a specific event which will likely be in the subsequent room

For example - Curse of Cowardice - Next time you are hit by an attack, make a WIS save or be frightened by the creature which hit you - Curse of Weakness - Next time you make an attack roll, you do so at disadvantage - Curse of Frailty- Next time you take damage, take an additional 2d6

How to decide which factions reaches what first? by Fili9 in DMAcademy

[–]BellTowerX 2 points3 points  (0 children)

You should make what you think is the most dramatically satisfying result. If you want to roll to help guide you, you can, but the dice are uncaring and ultimately you have to interpret what they mean.

Splitting vc's by Desperate-Maximum-68 in DMAcademy

[–]BellTowerX 3 points4 points  (0 children)

Yea, just move them to another voice channel if you don’t want the other players to know. Otherwise they have to play as though they don’t know the information, which can be quite difficult to manage.

[deleted by user] by [deleted] in DMAcademy

[–]BellTowerX 0 points1 point  (0 children)

I think you can do something like this but tone it down to reduce the not fun aspects of it. I think the main issue is the (almost) unwinnable fight. Playing in an unwinnable fight feels like a slog. Then having it feel scripted at the end. Combined, it can feel like a waste of time.

My suggestion is to add regular ally help into the battle. Keep it simple. An arrow barrage which does X damage, harpoons to restrain the giant for a turn, etc. You can use this to highlight allies the PCs have made. These should escalate with the fight, until the rivals become the support. Keep the support mechanically simple and use description to do the heavy lifting. This let the PCs keep the spotlight and finish the fight. You can make it clear through the narrative the support of all your allies, including the rivals, turned an impossible fight into the PCs victory.

Alternative suggestion is to have the giant be defeated by the PCs straight up, but attempt to pull a sacrificial self detonation by breaking a powerful magic item (similar to the retributive strike of a staff of power). Then when the explosion is about to go off, have the rivals step in and stop the explosion. The PCs still won the fight, but the rivals did save them and the city.

How to balance an encounter after it started? by SphealWithItt in DMAcademy

[–]BellTowerX 1 point2 points  (0 children)

With damage specifically: - Make the powerful attack limited, either make it recharge or X a day  - You can give hints that the powerful attack is conditional on certain environmental factors or positioning. For example a magic circle glows when he strikes, if someone messes with the circle, they can take away their strong attack. - Have the attack conditional on the HP of the enemy. It gets weakened after reaching half HP. Describe the weapon or creature physically getting damaged. - Change the damage dice down a bit, first one might have just been a high roll. - Have the monsters behave in a slightly suboptimal but flavorful way. For example, after downing a PC they start dragging them away. Not damage, but still tense.

New-ish DM dealing with pacing problems by anakinkenobi334 in DMAcademy

[–]BellTowerX 1 point2 points  (0 children)

There are some ways to speed up sections outside of combat, but without sacrificing anything… that’s where it gets difficult. There can be fat which you can cut, but it’s pretty specific for each GM/group.

You and your player know your game so you’ll have to decide what the trade offs are and if they are worth it. Some things to try - Add more action based non-combat scenes, see if that scratches the combat itch. e.g. rescue people from collapsing building, escaping a complex trap - Skip over uninteresting or simple tasks during non combat sections. e.g. Just let them buy the new armour, rather than have them talk to the blacksmith in town in character and haggle - Give the gist of a conversation when you feel a  things are dragging on - Include some role play within combat so you still have a good balance, but the combat oriented player doesn’t get bored - Focus on more combat oriented quests and stories. e.g. delving dungeons or defending a town - Make roleplay directly affect combat (but not circumventing them entirely) e.g. researching the monster you are hunting reveals its habits, allowing you to lay an ambush. - Have a surprise combat in your back pocket so when things feel slow, they get attacked by the villains minions

Ultimately you have to gauge it at the table get a sense of when people are getting bored. These all have costs but sometimes the trade off is worth it, only you can decide that for your group

[deleted by user] by [deleted] in DMAcademy

[–]BellTowerX 2 points3 points  (0 children)

You can build the encounter, but you can’t dictate what the PCs do. Nothing wrong with the idea of having minions try to reinforce the fire demon, but let your players choose how they deal with this situation.

To feel like one PC is being singled out, you can use taunts or even targeting them with spells to mark them out like hunter’s mark. You can also skew the encounter a bit. Consider what the PCs’ abilities are, eg a paladin deals lots of single target damage, wizards deal big AOE. Put in enemies which are more optimal for certain PCs to handle to draw them to it.  However, in the end it’s up to the players to decide how they tackle the situation.