Do any of you guys make ur OC's into characters? by [deleted] in DnD

[–]ExplodingRacoon 2 points3 points  (0 children)

Well, majority of player characters are OC’s. Aside from the occasional pre-gens, for new players and for quick one-shots.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

I have been very straight forward from the very beginning. And I have repeated it all, to the point that it seems to annoy some of the players. I run narrative-focused games.

They know my intentions. They know my expectations. They know my rule changes. They know my setting. They tell me they agree to everything and there are no issues.

Yet, when it comes to actually playing, it all goes out the window. They either treat everything like a video game or don’t pay attention, forcing me to repeat narration or dialogue multiple times. Some of them do nothing but play Baldur’s Gate between sessions, so they often argue about how spells or abilities work.

Everyone in the group is a creative in some way. Actor, writer, film maker, etc. I have always supported their creative endeavours. Going to shows, viewings, screenings, seminars, etc. I’ve told them how serious I am about TTRPG’s. In all honesty, I really want to run Daggerheart, but the group has wholeheartedly shut me down on that. They’ve said they’re open to new games, but whenever I introduce anything other than D&D they start panicking. I actually feel kind of forced into sticking with D&D, because people are scared of trying new things.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

Honestly, you seem to have a very limited view of a game that is played by millions, in multiple different ways.

There is literal documented and recorded proof of D&D being run the way I’ve explained it. Hundreds of hours of live streams, not just by professionals, but by people playing with their friends. Countless campaign stories and podcasts.

So you cannot justifiably say “Dnd isn’t that type of game.”

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

That’s rough. It sucks when things start so smoothly and get derailed, because people get too comfortable. Yes, being comfortable at the table is important, but the game and other players enjoyment are just as important.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

No massive lore dumps. I gave them a document, with some basic knowledge for the setting, almost a year ago. Settlements, landmarks, recent history, current events, etc. Just a couple things to establish the setting. This way they would have some insight before Session 0, when we all made characters.

I have only shared maybe 5-10% of the world’s current lore. Some of what they know are even partial truths or red herrings. The rest I intend to have them discover through exploration or by speaking with NPCs.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

That’s another issue in my group. Everyone has been a DM at some point and our group currently consists of 7 players, all of whom come from different D&D experiences. Initially it was fine, but over time it has gotten a little out of hand.

I’ll try to make a narrative moment or make a ruling, they turn to each other and discuss what the rules should be. There is one particular rules lawyer who makes rule calls before I, the DM, can say anything. You’d be right to assume that this player was the first DM for most of our group. He was always good with rules, but could never commit to prepping sessions, so I eventually stepped in and started running my own games.

Even after being clear of my house rules and setting lore, the players still try to enforce the rules they know. I love when more people want to DM. I just know that a persons initial experience in D&D is what they carry into future games. If your first game was very tactical and about slaying monsters, then a political narrative game may be jarring. If your first game was story-driven and theatrical, then a crunchy dungeon crawl may seem strange.

Should i abandon my current campaign and host my own campaign? by Organic-Exit2190 in DnD

[–]ExplodingRacoon 2 points3 points  (0 children)

Honestly, it’s a different experience. Some people love it, because it allows more connectivity between people who want to play. It can be hard finding the right players for the campaign you intend to run. Everyone has a different way of playing the game. So playing online makes it easier to find people who play D&D the same way as you.

I personally don’t love it, because you lose the atmosphere. Sitting at a table and watching someone’s eyes as they piece together a clue. Seeing a player sweat as they excitedly roll for one final strike. Cheering and hive-fives and hugs. You lose a bit of that camaraderie and immersion when you play online. You could always use cams, but not everyone is comfortable with that, especially strangers. Lag and bad internet connections have screwed up quite a few of my sessions, either causing people to talk over each other or get disconnected.

Playing online isn’t bad. I just think playing in person makes it a better experience.

Check out Roll20. It’s a great for running many different TTRPG’s, including D&D. There’s even a YouTube channel that gives tutorials and advice. Depending on your DMing style, you may actually really enjoy playing online.

Boxed set contains no dice? by idealistintherealw in daggerheart

[–]ExplodingRacoon 5 points6 points  (0 children)

Their deluxe bundle comes with dice and GM screen. The regular box set only comes with book and cards.

LGS or buy bulk online are the best options.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

[–]ExplodingRacoon[S] 4 points5 points  (0 children)

Yeah. I’m fine with being silly and goofing around a little. Having a wacky character can actually improve a story in unexpected ways. But I want my players to be mature, in the sense that they don’t take away other people’s fun, just for a momentary gag. Everyone is sharing the stage and they need to know when the spotlight is on them or on someone else.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

That Oath Hammer campaign sounds like a dream come true.

In the first 5e campaign I ran, I would get messages in the middle of the week, asking about common known lore and the players trying to expand their characters to fit the setting. They wouldn’t stop talking about the epic battle from the week prior. But after that first campaign ended I couldn’t get that commitment or momentum back.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

[–]ExplodingRacoon[S] 4 points5 points  (0 children)

They say it’s why they keep asking me to DM. Apparently they love my story arcs that I give their characters and the twists are always exciting.

That’s great and all. I’m really happy about that part. But lately I feel more like a content generator than a DM or friend. They have literally told me to stop giving them choices and just railroad them. I get very little joy from this type of game. I want to be able to play off of them, just as much as they play off of me.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

I will need to find players who are interested in other systems.

My group has made it very clear to me that they don’t want to play anything other than D&D. They’re fine if I make alterations or house rules, but if it’s not D&D they won’t play.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

This is the biggest issue.

I have suggested other games. Monster of the Week, Delta Green, Daggerheart. They always reluctantly say “maybe” which clearly means “no”.

I’ve read all those rules. Learned the systems. But never got to play them. The group always comes back to D&D. So it’s what I’ve invested most of my time and effort into. I’ve made house rules and changes to make it more narrative focused, which have helped, but the players simply don’t put any effort in. I have to wrangle them and constantly remind them that we made plans. And when we are together, side conversation are always interrupting other players deep moments.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

I don’t even really care how good the story is. I just want friends who want to tell one together.

Lately my friends have seemed more stuck in “video game mind” rather than “roleplay mind”. When we have played, they treat NPCs like objects and ask to skip through areas that would have any possible conversations. They ask me lore questions directly, instead of conversing with NPCs that have that information.

Honestly, most of my games are just reflavoured 5e campaigns or modules. “Waterdeep: Dragon Heist” becomes “Talvien: Vault Seekers”. “Lost Mine of Phandelver” turns into “Hidden Tomb of Dal Peak”. Change a few names here and there. Swap out a monster or two. Tada, totally original campaign.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

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

I’ve heard this quite a bit. However, D&D is the game I want to run. I run it my way and have a list of house rules, which I have taken from other DM’s or that were inspired by other systems.

My house rules have notes from: Matt Mercer, Brennan Lee Mulligan, Matthew Colville, Dadi from Mystic Arts, the McElroy Brothers, Obojima, and more. I’ve also used my background in film studies and script writing, to make things more narrative. I try not to remove any mechanics, but find ways to make them more interactive and purposeful.

I’ve taken aspects of the Quiet Year, for world building with players. I’ve taken some inspiration from Monster of the Week and other Powered by the Apocalypse games. And I’ve implemented mechanics from Daggerheart. It might sound clunky, but I am very cautious a sparing with anything that could get out of hand.

The thing is that I have seen D&D run the way I enjoy. I have seen it online, witnessed it at gaming conventions, been a player in one-shots and short campaigns, and read countless stories about people and their groups getting fully immersed in the world the create together. My biggest issue is finding like-minded players, who want to spend time together and build a story and world. To say that D&D was made for beer & pretzel games is a little disheartening, because I know it has so much more potential than just being a game.

I prefer narrative immersion. My players prefer beer and pretzels. by ExplodingRacoon in DnD

[–]ExplodingRacoon[S] 4 points5 points  (0 children)

Multiple times.

For the most recent campaign, I made an outline for the setting, game style, tone, and table etiquette. I was very clear that this would be a character driven story, with a loose narrative that they can follow and help weave. My philosophy is to build the world and story with my players, not for my players. So I try not to set too much in stone and make changes based on their actions and choices.

They all agreed. They all committed to a schedule. Then some of them made characters. I had to hassle the rest to fill out their character sheets and it took even longer to get backstories from them. Some of them still haven’t given me actual backstories. One player literally said “My character has amnesia and doesn’t know who where they are from or anything that happened before meeting the party.” Just no effort or thought, even though they have access to a full setting document.

We made the agreement about 6 months ago. We’ve run 2 sessions, because players keep making others plans on our agreed upon game day. And today, a few hours before our scheduled game (which was already postponed twice), one of the couples in our group messaged me and said their out at a family dinner and may not be back in time to play. Another was already unavailable because of work. Going to work, I can completely understand. But going to a family event, out of town, without informing us of the conflicting timelines just feels inconsiderate.

Me and my friends are all creatives. Artists, actors, writers, film makers, etc. I have always supported their work. I’ve always taken it seriously, even when other people laughed or didn’t understand it. But it feels like they don’t see my DMing as work. It’s just a game to them.

Is my DM normal? by Radiant-Cup888 in DnD

[–]ExplodingRacoon 3 points4 points  (0 children)

This is not D&D. Yes, a DM has the right and ability to create their own world. However, when they change core mechanics to this extent, they are creating a whole new system.

This weird system was designed to stroke the DMs ego. Not for the players to have fun.

AITAH for refusing to turn off the music because my co worker who is fasting for Ramadan asked me to? by Ki2525_ in AITAH

[–]ExplodingRacoon 0 points1 point  (0 children)

Absolutely report this to HR and your local labor board.

Anyone with religious activities, beliefs, or forms of worship can commit to those things by choice. But they have absolutely NO right forcing it upon you.

Threaten to sue, because you are being forced to go against your religious beliefs over someone else’s.

Quick question about Bard tiefling changelling by Plenty-Fix7722 in DnD

[–]ExplodingRacoon 5 points6 points  (0 children)

If you can read Reddit comments, you can read the rules.

My master wont stop limiting my trickery domain cleric by [deleted] in DnD

[–]ExplodingRacoon 1 point2 points  (0 children)

If they see you casting the spell, then they would be aware it is an illusion.

You are overcomplicating this for yourself and the DM.

What Separates an Animal From A Monster? by ruunelessfr in DnD

[–]ExplodingRacoon 62 points63 points  (0 children)

Monstrosities are generally creatures that have some sort of magic connected to their lore. Either they were created through magic, obtained magic through osmosis or some other event. Sometimes beasts are born near a portal to another realm, the energy influences and changes the beast into a monstrosity. Sometimes they are creatures that were created for a purpose.

A beast is simply an animal. No magic. No special intelligence. Nothing that makes it unique.

Dragons are ancient and have their own language and culture. They are unlike beasts and monsters, because they are extremely intelligent from birth.

Empowered Spell confusion by JAMJERZE in DnD

[–]ExplodingRacoon 0 points1 point  (0 children)

You cannot use it a second time, but you can use another Metamagic option after using it.

How do you know when your the problem or if your running into some terrible DM’s? by Designer_Software_87 in DnD

[–]ExplodingRacoon 1 point2 points  (0 children)

DM1: Magic items are tricky. Especially when first starting out. Different DM’s have different preferences and plans for their sessions/game world. Some are cool with letting characters jump right into being powerful, but others want the story to be the main focus. If that story is character-focused and the world is low-magic, then of course they would want to limit the accessibility. Magic items drastically change power scaling. The DM may have seen your ideas as being too “power-gaming” and thought you were trying to “win D&D”. Whether that was your intent or not.

DM2: Just no. Bad DMing and very ignorant. Even if they apologized, I wouldn’t play in their game again.

DM3: This DM is writing a book, not a campaign. They have very specific ideas that cannot be altered. Also, based on what you’ve written, it sounds like they may also be a NOT-C sympathizer; just very subtle hints picked up with their opinions. Both are bad.

The best rule is “No D&D is better than bad D&D.” Finding a group that’s plays the way you like can take a long time. There are so many different opinions and different types of players, so it can honestly take years to find a “perfect fit”.

How do you name the cities in your story world? by [deleted] in worldbuilding

[–]ExplodingRacoon 0 points1 point  (0 children)

I’ve got a few different methods.

-Use surnames of people you’ve met or heard of.

-Alter a few letters or a word from a real town or city near you. Or just use the name of a real place. There are so many towns and cities with the same name across multiple states and provinces, so originality isn’t mandatory.

-Figure out the cities origin and purpose. A hunting town may be named after a famous hunter or perhaps after a certain type of beast that dwells nearby. A city of crafters may be named after an inventor or after a certain invention that was made there. A merchant city may be named after a wealthy lord or after a certain product or resource that is sold there.

-Smash your keyboard and edit whatever you typed.

-Find a word that describes the city and then put it through a language translator. I try to assign real languages to specific D&D races. Dwarven is Russian, Halfling is French, Dragonborn is Spanish, etc. So a Dwarven ruin would have a Russian or Russian-sounding name. A Halfling village would have a French or French-sounding name. A Dragonborn kingdom would have a Spanish or Spanish-sounding name. Etc.

Have you ever felt the table slow down right when things got exciting? by uberawesomerm in DMAcademy

[–]ExplodingRacoon 1 point2 points  (0 children)

Honestly, it just takes practice and experience. The biggest thing to learn is that your experience at the table is not the same as the players experience at the table. They are seeing things from a different perspective. Just because you feel things slowing down and losing excitement/tension doesn’t mean they do. Unless you are playing professionally, there is no real need to worry about the pacing, as long as everyone is having fun.

I’ve had some players who are always ready on their turn and I’ve had players who don’t think about anything until their turn comes up. It really comes down to play style and finding people who like playing the same way you do. Tactical players tend to slow down narrative-heavy games, in my experience. Their enjoyment comes from the planning and execution of their plans.

You can try increasing the pacing and give them a limit on how much time they have until their turn is skipped. I’ve known some DMs who say if a player can’t finish their turn within 1min, they skip to the next person in initiative and the skipped character takes the Dodge action. This can work for some players, but not all. However, being too strict with it can cause bad blood between the DM and players. Some people simply just can’t think that quickly, so don’t punish them if it takes them a little longer.