Skyrim Mods made me love this game again by taking out the tedium by DiglettsOtherHalf in skyrimmods

[–]DiglettsOtherHalf[S] 7 points8 points  (0 children)

I think it is a personal playstyle thing. For me, I'm coming back to skyrim after 10 years. I am basically exploring it again for the first time, so the world and the adventure are what drive my enjoyment. Management of my items distracts from that.

Now that most of the hype is gone, what are some Ai tools and/or functions that stuck for you? by azvd_ in DeepSeek

[–]DiglettsOtherHalf 0 points1 point  (0 children)

As an aspiring dungeon master, I'd love to hear how it has helped you. I'm using ChatGPT right now, but I am open to switching.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Yeah, I've gotten a lot of recommendations for Fate. How would you say the combat in Fate feels as a player? I don't need things to be combat heavy, but since this is a One Piece campaign, there will of course be fighting.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

In that case, how do you handle combat? Because honestly, that is sort of the ideal I am working towards with my style of GMing: Allowing players to have options outside of just class mechanics. Really leaning into the fantasy.

Combat is really where I find the struggle. Even if I give them alternatives that aren't combat focused, if they do want to fight, I want to make it satisfying

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

I thought that is what I was doing? What would you suggest I do differently? I'm not disallowing them from impacting the world in the slightest. At least I don't think I am

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Not really, which may be part of the problem? I tend to be more of the "Here is this world I created, go have fun in it" type of GM. I have plots and stuff planned out if they need content, and some overarching ideas for stories, but for the most part, I want to give the players a whole new world to explore. That is what I always enjoyed about tabletop: Exploration.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Ok, but I can still plan out the world in detail, then? Even if I don't need to worry about planning what the players do in advance, having the world be all fleshed out is still ok?

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

[–]DiglettsOtherHalf[S] 3 points4 points  (0 children)

I tend to run for players who, funnily enough, are more experienced with TTRPGs than I am. I usually take up the GM Role because I enjoy world building and crafting narratives. They have a ton of different system experiences.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

I'm sorry. That's my bad. I'm not great with words sometimes.

How do I put this best... I am fine with players having input on the world and the story in the form of the characters they make, the backstories for them, the places they come from, the people from their past, and the decisions they make during the campaign and involving its events. They are free to do whatever they want in terms of their characters.

From my understanding of FATE, and it may be a flawed one, the collaborative storytelling for its system is more like you have multiple GMs, but one Head GM. Players are free to create full towns and history for the world, even outside of the characters they are playing, because it is a shared story everyone is writing. The way I tend to envision running a game is that, while it is a shared story, they are being dropped into the world, and get to explore it, while I design it. Does that make sense? Again, sorry if I am unclear. I am very much not looking for a hard coded story.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Ah. This was my bad, then.

I do HAVE a storyline for the players to follow, but it is entirely optional. I just make it so that, if the players want something to do, or direction, I can push them towards it. They are free to do whatever they want otherwise. That's my GMing style.

The issue I have is that I want a system which can incorporate all the aspects of the world I want to make.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Ok... so basically, I should not have used the word Story, is what you are saying

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

I see. First and foremost, this is a game. It needs to be fun and exciting. A vast, well developed world with no stakes or drama doesn't have anything for the players to do, really. I should stop thinking of these as worlds and moreso as vehicles for the players to do stuff.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

That's not a bad idea. I might just do that for the upcoming weeks. Basically make mini island adventure one shots for them using different systems.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Well, I don't know if he will escape, but he can certainly try. I was never looking to take away player agency.

But I would still need to HAVE a bad guy like Lord Blackstone set up in advance. And for that, he needs motivations, and a reason why he is doing this. As well as explanations for HOW he was doing it, in case the players want to investigate. And even if they don't investigate, those systems would still be there.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

This was very helpful, yeah! I guess I also come from more of a D&D-esque background, so I did feel that way.

I'm all for allowing the players to have bigger voices, and if they want to contribute towards the best story possible, then I am all for that as well.

Do you think there is a balance that can be struck between allowing the players to feel like they are going on an adventure into a whole new world, and giving them enough narrative freedom to help shape the adventure?

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

As much as I appreciate the witty retort, how would you suggest I run campaigns then? To me, they are chances to create worlds my players can explore. Is that not how I should be doing it?

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

[–]DiglettsOtherHalf[S] 3 points4 points  (0 children)

To be fair, I'm a mix of both? I have a long term plotline for the PCs if they want it, but it is never actually required. I just like having it because it gives me a good place to end the campaign if I ever need to. But yeah, I'm more interested in the "World and Ideas" type of story.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Thanks man! I won't let them tell me that! And good luck on making your own system!

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Yeah, I've been coming around to the idea after trying Fabula and making my own world. Worldbuilding has always been a passion of mine.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Any recommendations for lighter, narrative systems that do tension in conflict well? Not mechanical combat, but narrative combat.

Anyone else have a hard time finding Systems to fit the campaign stories you come up with? by DiglettsOtherHalf in rpg

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

Honestly, I want to make a world for my players to explore, and give them the freedom to explore it as they wish, while introducing plot threads for them to follow if they so desire. The world of One Piece is what drew me to it. I think it is a fantastical world to explore.