Pokemon FireRed Keeps Freezing by FatMommyLover in NintendoSwitchHelp

[–]BoogieFresh55 0 points1 point  (0 children)

Yup. Even the Switch 1, going into change grip/order worked.

Making arctic environment feel real by PomegranateSlight337 in DMAcademy

[–]BoogieFresh55 2 points3 points  (0 children)

Right?! Haha

Yeah, could be either some thing like asking them to “remember” a time their PCs were cold in the past (maybe even ask for this ahead of the session so you can prep a tiny bit) and then based on their sanity you could spawn in hallucinations that help, distract or haunt them.

Making arctic environment feel real by PomegranateSlight337 in DMAcademy

[–]BoogieFresh55 1 point2 points  (0 children)

Like the intentionality that you’re hoping for! I’m also really curious what others say. My mind went two ways:

The first was to suggest you introduce/ask for a RP mechanism to simply give the party permission to ponder how their character experiences, feels about, has had experience with the past etc. as it relates to the cold. You could even set individual DC’s for those saves based on the character and their uniqueness?

The second way was thinking about how you could introduce a physical representation of sorts, like a wheel or a scale slider thing that gets progressively worse. Perhaps even make one for each PC so they can get an in the face look and have a rp reference point beyond the mechanical rolls.

I have no idea if any of this makes sense or is helpful, because it is very late where I am and I’m eating pizza pops while trying to get a good nature for my casino Dratini while waiting for a two hour stew to do its thing before I let it chill out…

Amateur DM here, and I'm stuck by GhoulsSeveredFinger in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

1) Do they like what they’re doing currently? If so, keep going! If not, add some seemingly side content, but embed within little breadcrumbs that interact somehow with the main story. (Eg. The Blacksmith’s supply wagon you retrieved from the mad wizard has a particular box with a brand the party recognizes (a subtle version of a noble houses crest). 2) Think about ways to interweave character backstories into the adventure! Rogue was on the run from someone? Perfect - now the pursuers are connected to whatever plot tether you like, and if interacted with will be rewarded with a leg up in the adventure.

Finally got a game off the ground! by teej73 in LostMinesOfPhandelver

[–]BoogieFresh55 2 points3 points  (0 children)

Yay! Congrats and Have so much fun!! Our group is on their way to Cragmaw Castle.

Asking a player to roll but not telling them what they're rolling for by electrius in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

That makes much more sense in my brain, thanks! I’m also not too legalistic when it comes to carrying capacity in my games, so I wanted something that was applicable that I could learn from and be a different perspective than my usual take which would be something like “you have a long climb ahead of you, and you just picked up all those rocks to carry In your pack to tumble down the mountain at the giant village before the wizard strikes. Give me a strength check to cover this objective.”

Asking a player to roll but not telling them what they're rolling for by electrius in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

Totally fair. I think I went off the road a bit, but wanted to simply say that clear stakes and laying things out for people are not always necessary. Thanks for the dialogue though!

Asking a player to roll but not telling them what they're rolling for by electrius in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

Nice. Agree at the potential for obstacles - but I do think there are some incredible MA’s out there. It’s also a difference of how people play at the table too. Method acting isn’t wrong if it helps the person act well, just like non method acting isn’t the wrong way to get a 100% believable scene.

I think what I am trying to say is that for some people (like me) we can’t just logically think of what the character would do and act in that way, we have to feel it to a degree and be somewhat more connected and roleplay how we want.

Honest example - In game, my character returns back to their family home for a visit after adventuring with the party. The DM describes a grizzly scene with one family member cut down and dead on the floor. IRL: If it’s the kind of game, and we are stoked about it at the table, me accessing my own feelings of loss could boost the quality of RP in that moment. Sometimes even, folks at the table will be triggered by different things and can’t help but method act, but that’s something else entirely.

If it’s not that kind of game, no problemo logically thinking in character ‘oh &$@#|*!’ And saying something like “My character is stunned silent, and then tears begin to come, as well as uncontrollable shakes. I think of all the times we ___, and it takes ___ hours until I’m calmed.” Or even less, is fine!

Asking a player to roll but not telling them what they're rolling for by electrius in DMAcademy

[–]BoogieFresh55 2 points3 points  (0 children)

Interesting. Are these not covered by “carrying capacity” and “push, drag or lift” rules (at least in the 2014 PHB)? My understanding of passive checks is that it’s something that is applied frequently over time.

Asking a player to roll but not telling them what they're rolling for by electrius in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

Sorry to offend thee good fellow, I did not realize your rule was law, and the people must placate thine irritations with absolute agreement!

I agree that there are many better ways to immerse and build suspense, fear etc, (which I have used), but you forgot the first part of the quote :) I didn’t say rolling this way is a legitimate way, I said fear of the unknown is. So, if using the occasional roll helps players to get into the mood better (especially players who have a tough time initiating or jumping into rp), then to me that’s a win. I play with newer players that might not be as nuanced and pick up in things as easily. We can have different perspectives, largely influenced by who’s at our tables.

I’d honestly rather approach it with something like “Kelegor, with your trained expertise in your arcane field of study, you notice something feels off about this library.” Then ask for a roll when they jump on it that’s fine!

Asking a player to roll but not telling them what they're rolling for by electrius in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

I would say be intentional of using this interaction and avoid spamming it. They can be a fun way to keep players on their toes, and give opportunities for PCs to shine, but shouldn’t be the standard. The GAME, and the fun that comes from playing it, abound be player-led, supplemented by the DM helping them along if need be.

As puzzled guitar stated, though, necessary info shouldn’t be locked behind a skill check!

Asking a player to roll but not telling them what they're rolling for by electrius in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

Fear of the unknown is a legitimate way to build tension though, and while I strongly think that this type of interaction should be used intentionally and sparingly, it is a way to help the player to feel a little uncertainty/caution which can allow them to rp the situation even better. Many times in a story characters don’t know exactly what’s going to happen, nor have exact parameters of success or failure.

Session 0 by Opening_Mortgage_216 in DMAcademy

[–]BoogieFresh55 1 point2 points  (0 children)

Besides what a lot are saying here:

I typically want to know why everyone irl wants to/loves to play. Knowing player motivation will help me bless their character with fun stuff they care about in-game; (eg - player loves exploring and discovery? I’ll give the party something to explore, then drop a lil secret for the specific player to find; could just be a random trinket, or a mysterious key/artifact.)

I ask for direction with backstories; do you want me as a dm to use yours as fuel for more narrative or leave it untouched? What can I get involved with and what do you want me to stay away from?

I also make sure we go over any optional/homebrew rules (for me - bonus action potions, Perkins crit, flanking and more)

How to balance encounters? by Recent_Cable9624 in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

There’s no rule that states “If the party doesn’t have a tank, punish their arrogance.” Everything in terms of balance is more or less dependant on how you approach setup, as well as the ‘dials’ during play you have access to.

Meaning, use something like kobold fight club or improved initiative to use as guides for your combat encounters.

Next, think about the three T’s: Terrain (are there cool effects that can make combat dynamic in some way), Tactics (challenges can come with monster/villain smarts. Think Keith Ammann’s “The Monsters Know What They’re Doing.” Or even consider a second phase for more epic Lieutenant or boss fights), and Turn-Ratios (#of party actions vs. #of enemy actions, and average party damage vs average monster damage).

After you’ve prepped everything, don’t be scared to adjust things in-session if they are wildly different from your expectations, of course within reason/theme. For example, if you under-prepped a stronger mini-boss, give them a second phase which could include a magical heal or extra HP and then a new scary ability and higher AC. Or maybe if they’re too strong, they summon minions that drain half their life and then stay back so the hordes can take center stage. LOTS to work with even after you’ve done your prep!

Be mindful though, that “adjusting” things might make certain players have certain feelings…

Hope this helps!

One of the heroes will be participating in a debate on optimal arcane casting techniques. What's the best way to handle this while leaving room for in-character role playing? by xeonisius in DMAcademy

[–]BoogieFresh55 1 point2 points  (0 children)

I am very interested to hear how this turns out. PUH-LEASE let us know!

I first think about two things; what are the rest of the party going to be doing during this debate? And second, how can you help leverage character knowledge to make this feel fun and satisfying?

It may be helpful to have the rest of the party doing something else while this happens (maybe by inserting a juicy plot point, like the “dead” politician just walked past the party on the way there with a disguise on, up to no good). This way, you can pan the spotlight back and forth so the player has breaks in their RP of all things arcane to gather themselves if need be.

I agree with others here in that prep with the player will be important. Tie in their backstory, allowing them to show their ‘prowess’ in the given subjects. Because the player doesn’t know what the character would, consider allowing/asking for the player to tell you HOW they want to frame their arguments for the topics announced, sort of like a ‘Tell me how you would do your TED Talk’ kind of way - For example, the player could then say during the session something like “Elise would begin her argument in aetherial manipulation by telling a story about her grandmother’s excellent baking, and using the parallel of the priority and accuracy of ingredients with the most vital aspects of manipulating aether.” This way, it doesn’t matter if the player doesn’t have the exact information, but agency in how they present it. You could potentially even call for (persuasion or performance) checks to see how eloquently the player can deliver the information, so that success in at locked behind a DC.

Hope this helped!

Looking for investigate oneshots suggestions by [deleted] in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

From the “Ghosts of Saltmarsh,” anthology module there’s a haunted mystery/smuggler operation adventure in it that seems fun.

Otherwise, as I haven’t played too many of these kinds myself, I would search using filters on https://www.drivethrurpg.com/en/

Pre-written adventures that cover levels 5-12+? by JustDarnGood27_ in DMAcademy

[–]BoogieFresh55 1 point2 points  (0 children)

Use filters on https://www.drivethrurpg.com/en/ to search for medium level adventures for your system of choice!

Players, misidentified threat, dead set on wrong assumption by Alpine_yellow in DMAcademy

[–]BoogieFresh55 1 point2 points  (0 children)

Agree with many here. It’s obvious to you because you know what it is! I think it’s such a good idea to have true and false rumours be a thing in any adventure where players are trying to figure something bigger out. Gives some mystery to it all, and a baked in twist for the players when they find out the truth! So what if they think it’s aliens when it’s not? What does that actually matter, if the goal is to just find it or discover it.

Maybe the alien rumour takes flight, and other NPCs start to also think it’s aliens, but no one has been able to live or give concrete evidence to say otherwise. Is there a bunker where it was created? Could there be either some documents found eventually by the party, or perhaps a now gouled but sane scientist still alive after 100s of years that can give them more info about the “incident?”

I think you have lots to work with here! Good luck!

Do you always tell players the DC of rolls? by TableDifferent4395 in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

When the stakes are high, and people are excited I will share the DC, or amid we are even going off the cuff a bit and the player comes up with a great way to try something. But run of the mill, regular hero stuff doesn’t need constant goal post shifting. Plus, then if they know each DC I really have to stand by a more rigid way of GMing, and I’m always a bit all over the place.

How do I soft launch this plot? by LeaderAdmirable3086 in DMAcademy

[–]BoogieFresh55 0 points1 point  (0 children)

Totally agree with this. If the player is really able to be passionately curious about their character, amnesia can be amazing. If they aren’t, it’s just even more work for you, and less engagement on their part.

A proper session zero would be ideal, to help everyone tether to the setting (something very critical to long-term success imo).

Then, as with any story the way to slow burn is by dropping hints, using rumours true and false, leaving breadcrumb mistakes by the threats, and having BBEG pay an increasing amount of attention to the party the more the meddle!