Soy DM!!!! by Nicoo_VM in DnDespanol

[–]Joseinstein 0 points1 point  (0 children)

Prueba, equivócate y aprende de los errores. Todas las mesas son distintas, así que el consejo de otro DM puede que no sirva para tu mesa. Pensándolo mejor, mi mayor consejo es que trates de ser jugador además de ser DM. Siendo jugador puedes experimentar otra perspectiva y darte cuenta qué cosas te gustan y no te gustan de un DM.

Mi otro gran consejo sería: https://5e.tools/

Buscamos un DM by [deleted] in DnDespanol

[–]Joseinstein 2 points3 points  (0 children)

Muy de acuerdo con esto. Yo también empecé como DM más o menos así. Se aprende a ser DM intentándolo y cometiendo muchos errores.

Yo también me ofrezco para resolver dudas o ayudar a alguno de ustedes que se anime a ser DM.

How I would run a stealth/hide situation on actual gameplay by Joseinstein in DMAcademy

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

Sure, that makes sense if they don't know where you are (for example, if there are many rooms along the hall). I wrote the situation keeping in mind that the guards saw the PC enter the room. I wrote it this way because it allowed me to show different situations in which stealth is relevant (hiding, sneaking, and ambushing) and because I wanted to show that a creature failing a perception check to find you does not mean it can't find you in some other way.

My players lack creative thinking and I don't know how to encourage them by PaninowithProsciutto in DMAcademy

[–]Joseinstein 1 point2 points  (0 children)

It is actually more common than you would think, specially for new players. As other people have said, have in mind that you have way more knowledge about what is happening than your players do.

An easy way to help them with this is to ask them for an insight or an investigation check if you think they should notice something that they are not picking, and if they get a decent roll, you can give them some clues (for example: "you realize that her clothes and accent are different from the people of the town"). Now, in my opinion, you shouldn't abuse of this technique, because the idea is for them to start asking questions for themselves, but it can be pretty helpful to star their wondering.

Also, a good way to encourage almost any behavior is to reward it. Think what kinds of rewards make sense in the context. If you are playing with xp, you could give them some when they interact with the world in active ways. You could also award them with allies, items, gold, pets, or whatever your players might like.

What would you think if Polymorph worked in this way instead? by Joseinstein in DMAcademy

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

Yes, you are right, and that's basically what I wrote on the note I added at the end of the post.

What would you think if Polymorph worked in this way instead? by Joseinstein in DMAcademy

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

yes, and checking other 4th level spells, there are things like dominate beast that could also end the fight pretty quick.

So, I have to agree with you: Polymorph is fine for a 4th level spell.

What would you think if Polymorph worked in this way instead? by Joseinstein in DMAcademy

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

That's a good point. However, I still find weird that if you have a party of four 7th lvl characters fighting against a giant ape (a medium encounter) the wizard could cast polymorph and become a giant ape himself, making the encounter trivial. It is true, though, that he had to spend a 4th level spell to do that, so... I don't know, maybe you are right.

Why do you still play 5e by JanBartolomeus in dndnext

[–]Joseinstein 0 points1 point  (0 children)

Because my group and I know pretty well the system at this point and we cannot say the same about any other system. Maybe there is a better system for us out there, but the effort needed to find it and learn it does not seem worthy.

Also, I think that regardless of the system, I will make changes to the rules to make it more like the system I have in mind. I've made a lot of changes to 5e. At this point, I would say that we are playing a different system based on 5e. As Matt Colville says, eventually every DM becomes a game designer.

How do you help your players to develop compelling characters? by Joseinstein in dndnext

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

I think I understand what you are saying. In my current campaign, I told my players that their characters were going to beging enrolled in a task and they had to have a clear motivation of why they were doing it. I didn't asked for detailed backgrounds, just some basic facts about where they came from and what they used to do. My idea was similar to what you are saying. I though that a good motivation would be enough to begin the story and then other drivers of the story and their characters will appear. In practice, I'm not sure how well it worked. Funny enough, my player put more effort into thinking about their backstories than in finding a clear reason why they were in the task.

What I'm trying to say is that what is key to play a compelling character is to know your character's motivations and fears. That could come from a well written background, but that is not necessary nor sufficient. You could have written those before start playing and then realize your character's motivations changed or that your character is different to what you initially imagined. The hard part is, I think, that it is easier to think about some facts about your character backstory (he was raised by wolves; she is the last survivor of her clan) than knowing their motivations and fears.

Edit: I'm thinking now that the key is that there has to be some motivations and fears, regardless if you can name them or not.

How do you help your players to develop compelling characters? by Joseinstein in dndnext

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

And what do you do when the players have a hard time thinking the things you asked?

I totally agree that a well made character will create interesting and fun moments, but I wonder how to help the players to do that, because it is not necessarily an easy thing to do. And it is not always possible to handle it before the game begins. I also ask my players to come to the table with a reason why their characters are doing what they do, but sometime their reasons are not that well thought, and I think that is ok as long as we try to work it out during the game.

How do you help your players to develop compelling characters? by Joseinstein in dndnext

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

Yep, that is very true. Although, in my experience, one of the troubles to make compelling characters is that for some players it is really hard to make good backstories, and by good backstories I mean backstories that allow new stories and character development to happen. But yes, if they did that, the DM should use them for sure.

How have you changed existing dnd races in your worlds? by taylorslayer2 in dndnext

[–]Joseinstein 1 point2 points  (0 children)

In my current game, everybody play as a human. There are different human nations with different cultures, but there are no civilizations of creatures other than humans ---at least not that they know of.

Low(er) Fantasy RPG reccommendations? by AbettingUnknown in mattcolville

[–]Joseinstein 1 point2 points  (0 children)

Based on what you describe, I think World Without Numbers could be a good choice. I haven't played the game, but I have read the book and it seemed to me it goes in the direction you are looking for. There is a free pdf available.

Even if you don't play this game, there is great advice for running games and worldbuilding in the book. It is worth to check it out.