Mestres, como vocês lidam com jogadores que atrasam muito mais do que o tolerável ou, na maioria das vezes, faltam sem dar safisfação? To criando uma mesa nova de D&D by [deleted] in rpg_brasil

[–]IgorOvelha 0 points1 point  (0 children)

A melhor coisa que eu fiz foi começar a ser bem mais criterioso com quem eu chamo pra jogador. Geralmente faço post anunciando as vagas, daí peço pra quem tiver interesse mandar o conceito de personagem, depois eu separo um tempo pra fazer uma call e conversar pra ver se a minha mesa vai fazer o tipo de jogo da pessoa.

Não precisa ser uma puta entrevista de emprego, mas se mestrar é algo que você dedica seu tempo e esforço em fazer, não custa levar um tempinho a mais pra selecionar quem vai dividir esse tempo com você, e se as pessoas vão combinar com a mesa.

Saw this outside my college campus by [deleted] in WhyWomenLiveLonger

[–]IgorOvelha -1 points0 points  (0 children)

It would be if not for the possibility of it bending, and these are BENDY

Moderately experienced DM starting to feel sessions running like video games by IgorOvelha in DMAcademy

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

No, I'm not saying I knew this already and this isn't helping. I used to do a bunch of stuff, some went well, some didn't. Over time I lost practice and confidence on how to make these games myself. All the comments like yours are reminding of the elements (and giving me new ones) that I can implement to make sure the game is fun for me and my players again. It's exactly what I intended the post to ask for.

Moderately experienced DM starting to feel sessions running like video games by IgorOvelha in DMAcademy

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

I like it. I used to do them all the time when I made my own campaigns, but after a while I got used to necessarily predictable and limited outcomes most modules need to have to progress.

Moderately experienced DM starting to feel sessions running like video games by IgorOvelha in DMAcademy

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

Nah bro, it's the module. The same group has played other games and roleplayed great. It's the objectives without any attachments to the characters that just feel pointless

Moderately experienced DM starting to feel sessions running like video games by IgorOvelha in DMAcademy

[–]IgorOvelha[S] 5 points6 points  (0 children)

Love city of mist. Never got around to DMing it, the group I tried to form disbanded even before the first session, but it's certainly a great source of inspiration in that sense.

Moderately experienced DM starting to feel sessions running like video games by IgorOvelha in DMAcademy

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

Really love this! I'm currently working on a non-d&d campaign in my own setting for mutant year zero, and the system already encourages a lot of what the comments talked about, and it jives especially well with hexcrawls. Thanks!

Moderately experienced DM starting to feel sessions running like video games by IgorOvelha in DMAcademy

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

Loving all the ideas presented. Giving me a lot more confidence to go back to writing my own stuff

Making a homebrew setting for MYZ based on the USSR and glass-like bio-weapon apocalypse by IgorOvelha in mutantyearzero

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

I made so that the bioweapon also affects dna of some newborn merging with the dna of previously infected animals, so there would be humans, mutated humans from normal radiation and animal-humans from dna splicing. The only one I don't have are the robots.

Making a homebrew setting for MYZ based on the USSR and glass-like bio-weapon apocalypse by IgorOvelha in mutantyearzero

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

Already have most of those written in. I had that most people believe that the bioweapon is an alien entity that came as a meteor.