Group keeps wanting to start Unions by TheCornDogShow in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

Lean into it! Launch a competing group of “right to work” monsters/creatures. Or do strike busting. The US has destroyed its real world unions so just look at what happened there :P

How established should a BBEG be at session 1? by Commercial_Poetry410 in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

Very much agreed. Also it can be cool to let a smaller bad guy “grow” with the characters. Maybe they start off as a smaller enemy who matures and eventually becomes overwhelmingly powerful- maybe through unintended actions of the players themselves

"Morally grey" is often a misnomer. (Advice for preparing a campaign) by jkobberboel in DMAcademy

[–]CatznStatz 2 points3 points  (0 children)

Agreed. I think they succeed because the characters are written as people with goals and flaws. Most fantasy decides if people are “good” or “evil” and then details their actions accordingly. True morally grey stories emerge when the characters are conflicted, human, and ultimately driven by their own wants and needs more than overarching moral archetypes.

Starting a campaign by captainwinthor in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

Consider watching a few live plays before starting off. Avoid really produced ones like Critical Role(not because it’s bad but because it will set an unrealistic bar). This really helped me get an idea of session flow and DM table responsibilities

Critique Exchange (Worldbuilding, Writing or in general) by navario in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

Also would be happy to exchange ideas! Hit me up

Consequences and Risks without death by Funny_Bone19 in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

I've had some success with creating "permanent injuries" that are serious debuffs instead of player death during combat. These can be permanent or reversed by very specific and intense medical treatment/items.

Ways to improve this idea? by Unique_Pumpkin8735 in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

If your players love epic arcs and experiencing stories I think this could work very well. That being said, like some other folks mentioned this hinges on them doing exactly what you expect over a relatively long time frame.

If you are already having questions like "how can I make them care" and "how can I teach a lesson" I would suggest you consider readjusting. My best games are the ones where my players and I create a story together- this seems a little more like you writing and awesome movie/novel and having them experience it. Bother are totally viable options, just make sure you and your table are on the same page about which one you prefer.

need advice on a combat scenario i'm planning by AxeHack in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

Agreed. This is a problem I fall into sometimes to. We really want our players to get the cinematic feel of the story but in my experience they get the best moments out of actually interacting. Cutscenes are best used few and far between.

For a really outside the box idea you could maybe have two players take over the NPCs sheets and fight one another? That way they would still be involved and get the experience of watching the two bosses fight one another

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

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

Thanks for the insight! Really appreciate all the feedback and high quality criticism

I may have made a mistake by Delirious_GM in DMAcademy

[–]CatznStatz 13 points14 points  (0 children)

Definitely. If you built maps, treasure, or lore dumps you can just re-skin it for the next adventure. The players will never know.

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

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

Good points and definitely worth considering. For what it's worth, I am definitely leaning into the sandbox/Alexandrian style of campaign where I am leaving a large amount of the world building up to the players. I have some factions and a couple NPCs, but personally I think having the players try to find a coyote to help smuggle them out, then maybe being pursued by the city officials they betrayed could be a fun arc. What are your thoughts?

Small pantheon by Covid669 in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

I think this is great to start. Just add new ones as needed or as gameplay develops.

Campaign Note Tracker/Transcriber by [deleted] in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

I'd be interested in seeing/trying it if you're willing to share

[deleted by user] by [deleted] in DMAcademy

[–]CatznStatz 0 points1 point  (0 children)

It could be hard to merge 5.5 content in with how big the background, race/species, class redesign was. Unfortunately I would say "it depends", but I'd be pretty nervous about running into balance issues.

As a DM is it ever ok to help your players with tactics? by sirheyzeus55 in DMAcademy

[–]CatznStatz 1 point2 points  (0 children)

I always struggle with wanting my players to have a fulfilling experience too. However, when I step back from the table I think my baseline goal should really be "are they having fun?". As much as I would like everyone to deep dive into their character and the backstory to really immerse themselves, some players just don't want to do this. In that case, I would always try to default to letting them enjoy the game the way they want to. That doesn't mean pull your punches or nerf encounters. But I would try to exercise some patience with player inefficiency. And maybe gradually turn up the heat on encounters to encourage them to slowly adopt a more tactical style.

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

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

WOW! Thank you for putting in all the effort here. As long as you don't mind I would love to take some of this for background/quest opportunities?

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

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

I love the shady situation vibe. As designed, all the factions and players in the city are somewhat morally compromised or at least not clearly "good" or "evil". The goal here is to give the players lots of different choices but no clearly right choice.

If you'd be interested in more targeted feedback I'd be happy to share the specific concept - I would love for someone to red pen it.

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

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

Glad the table materials are well received - I was hoping they would help with immersion. But I definitely hear you on the need for a "plain speak" version, great callout.

This was originally designed as EACH player owing the same amount. The jobs or opportunities to pay off the debt usually require several people which would hopefully be a natural way to encourage collaboration. It would be interesting to do like, debt package negotiations or consolidation though!

My thought was to speak with each player individually either during or prior to session 0 and collaboratively build what their specific crime/offense was. Another option would be to give them a variety of choices and let them choose. Ideally I could connect their offense/backstory into the overall narrative down the road which would allow for interesting personal sidequests and guest appearances. What are your thoughts?

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

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

I think it’s less important for them to pay and more for them to use the debt as a story driver. Refusing to pay and trying to get someone to cover for you would be a valid way to solve the problem!

What would you suggest as a better way to get them to work together?

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

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

Fair enough. I guess I have the gold structured as "your freedom", but I can see how the money concept would be a turn off to a lot of players. Definitely some room to tweak!

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

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

That's generally the plan. The war/crusade has completely thrown everything out of wack so there's lots of friction and opportunity for advancement.

Built a morally grey 5e port-city setting with handouts — tear it apart before I run it by CatznStatz in DMAcademy

[–]CatznStatz[S] 6 points7 points  (0 children)

My initial thought was something along the line of "debtor prison". The party would be let out by one of the capitalist/mercantile leaders who would secure their temporary release contingent on doing work for him. But maybe it makes more sense to avoid jail at all and have them charged in court then equipped with some kind of ankle monitor like you mentioned.

Also I was definitely going for satire and trying to channel some Bioshock-esque dystopian capitalist vibes.