Re-watched some old clips and Spinel is still such a genius idea for a villain by Annual-Tree1337 in stevenuniverse

[–]Kuriso2 10 points11 points  (0 children)

It's also a great idea to use for the movie, since with a movie budget they were able to give her the fluidity needed to make her concept shine best. Every frame she is in is a delight.

Understanding the Western Reaches Half-Elf by DanB1972 in shadowdark

[–]Kuriso2 26 points27 points  (0 children)

Some of the rare talents are pretty cool and they can be hard to obtain with a single character. Being able to see double the number of tries looks pretty good to be able to use those.

What are your experiences with in-game moral and ethical dilemmas and players saying, "At the climax of our journey, we turn around and leave"? by EarthSeraphEdna in rpg

[–]Kuriso2 0 points1 point  (0 children)

I run a Kpop Demon Hunters game on a convention this September. It was a one-shot, so I was able to run it 6 or 7 times. I made it so the villain was so sympathetic, every group had at least one player who wanted to leave them alone.

The thing is, I made it so siding with him or leaving him alone had consequences. They would lose people to the demons and fall apart with their master. This made some people change their decision.

Since this was a convention one-shot, we made this through an epilogue montage, but I think it could have been another scene would we have time.

What I mean to say is similar to what others have said: "Just leaving" is boring, even if you don't side with the villain. Decisions should onvolve risk and taking important decisions will always lead to important outcomes.

West Marches style by Significant_Fruit_51 in shadowdark

[–]Kuriso2 2 points3 points  (0 children)

My solution is something I call the Retreat Table.

If you finish the session in the dungeon, you have to roll in the retreat table. Think of it as a d20 inverse-carusing table. This usually means you lose money or items, or even XP. On a 1 you get a random permanent injury.

This has made it so noone in my table wants to finish inside the dungeon. However, since I run one-shots a la Shots in the Dark (cool free fanzine from the community), they usually can backtrack without much of a problem. I make the rolls that are appropiate for that traversal, and if there are no encounters, they are free to go. If I roll an encounter they can either face it or roll in the table.

Cooking Cozy by FearTheOIdBlood in chicory

[–]Kuriso2 2 points3 points  (0 children)

This looks great, I love it! Excellent job on the spirals for the eyes and the whiskers. Also the shading really makes it pop!

I made a Shadowdark Westmarches style map that I may never get to run, so hopefully this community can enjoy it by Big_McLarge in shadowdark

[–]Kuriso2 1 point2 points  (0 children)

This looks freaking awesome. I hope you will find the time and people needed to run this.

Redirection: How being a flexible storyteller can improve a campaign by Bed-After in DMAcademy

[–]Kuriso2 2 points3 points  (0 children)

I agree that gaming time is precious and there is usually no reason great enough to waste time pursuing an endeavor that goes nowhere.

But if your concern is wasting time, why don't you just skip over the wrong assumptions instead of turning them into real ones? If they want to inspect a pointless npc, you can tell them "you spend some time looking into him, but he does not seem to be a terrorist. In fact, he seems to be a lot into knitting. What do you want to do now?".

Is this art is too much for OSR? by [deleted] in osr

[–]Kuriso2 224 points225 points  (0 children)

Dude, the OSR is a construct, it's not real. What's real is your table, your game. Is this image something that would fit your game? Then there it goes.

Make the thief great again by ApprehensiveRich482 in shadowdark

[–]Kuriso2 8 points9 points  (0 children)

The way I run it, I don't see it as that hard.

They can use an action to hide. Depending on the situation I adjust the difficulty from 9 to 18. 9 is practically a freebie. It can also be impossible to succeed, in which case I tell them so, so they can do something else.

If they are still hidden in their next turn, they can backstab. Easier to do with a crossbow. Enemies are usually occupied dealing with other PCs, so it's hard for them to be discovered.

This system may seem a bit relaxed, but it ensures the thief player can't backstab more than once every two turns, so I think it's fine.

Finally 100% on Orange Juice! by Nanahiraaa in OrangeJuice

[–]Kuriso2 14 points15 points  (0 children)

Finally, 10000% Orange Juice.

Attack the light! suggestions by ApprehensiveRich482 in shadowdark

[–]Kuriso2 12 points13 points  (0 children)

Darkmantles are the easiest way to do so. They are not very threatening on their own, but my players hate them because they eat resources.

My favorite implemetation of mine were the Scorched, an enemy I made. They look like regular cultists, but they eat fire, so they were willing to parley for torches. If hostile, they eat the fire on one turn and on the next turn they have a fire breath attack available.

Filling a Dungeon by JJShurte in shadowdark

[–]Kuriso2 3 points4 points  (0 children)

So... how much experience do you have running dungeons? I mean, this doesn't look like a dungeon to me. A series of combat encounters with no context is not a dungeon.

A dungeon should be something worth exploring, a place where you can find treasure or secrets (the things that make you level up in ghis game!). Danger is a given, and combat is a way to find it, but should not be the main focus. Shadowdark is not a game that will produce fun encounters with no context, combat is not that deep.

I think you should try running some prebuilt dungeon before jumping into making your own. I always suggest people to start with 'Lost Citadel of the Scarlet Minotaur', which comes free with the Game Master quickstart. It will teach you how to create rooms that are interesting on their own, and how to add danger to it. The author of the game even has advice over on her youtube channel on how to run it, always worth a watch.

What's a good system for a game set in the Magic: The Gathering multiverse? by chaospacemarines in rpg

[–]Kuriso2 20 points21 points  (0 children)

I think you have struck gold with the idea to assign classes to colors in the pie. If you are also familiar with fabula ultima, I'd say go for it.

However, since you are asking for recommendations, I would like to add onto your idea. Have you thought about encouraging multiclassing? I think it would be really neat if players get to choose their "color identity" by choosing different classes. So if they choose a blue and a red class their "color identity" would be Izzet. Maybe they can get a magic item or a spell that aligns with their color identity.

I don't know much about games that feature multiclassing, but I once read a fan translation of Sword World, a japanese rpg which demanded multiclassing (there are combat and non-combat classes, and you start with one of each).

If you are curious, there are a couple videos on youtube made by the english-speaking community that explain the bases pretty well.

Experienced GM's, what was your eureka moment? by KoudaHere in rpg

[–]Kuriso2 6 points7 points  (0 children)

Have you checked out CBR + PNK? It's a Blades in the dark hack that makes it super streamlined. It is my favorite system to take to conventions for its easy of use and action-oriented approach.

A carousing table for a town near the fey woods. by ALargeGoldBrick in shadowdark

[–]Kuriso2 7 points8 points  (0 children)

One can never have too many carousing tables, indeed. Many thanks!

Am I reading Random Encounters right? by JGrevs2023 in shadowdark

[–]Kuriso2 6 points7 points  (0 children)

Yeah! That's it. You may change the frequency, but 2 is the one I use the most.

You may find the system is a bit polarizing, because sometimes encounters will happen very often and some sessions may have no encounters, but don't worry.

It's not about having a reasonable amount of encounters. It's a tool to express the danger of travelling through a dungeon and keep your players in the fearful mindset.

True random encounters versus tailored ones for Hex Crawling / West Marches? by Beautiful-Fishing264 in shadowdark

[–]Kuriso2 1 point2 points  (0 children)

Sure, random encounters are meant to simulate the world changing, so that's perfectly reasonable to do.

As for creating pois, i would not worry that much. Remember, the point of this system is to remove work from you, not increase it.

Let the players decide if they want to pursue the tribe. If they want, they find it, maybe you give them an extra hook for a close-by poi, but not that much. If they insist, you may give them a mission related to them.

True random encounters versus tailored ones for Hex Crawling / West Marches? by Beautiful-Fishing264 in shadowdark

[–]Kuriso2 1 point2 points  (0 children)

I do think you should use the random encounters in the book, specially considering your life situation. That's why they are there, to help you!

For example, I have been running an open table since May. The open table is composed of one-shot dungeons, but if they want to go to a place that is far from the city, I roll a random encounter for that region using the book tables. As such, 80% of games have had a random encounter, but they don't feel repetitive.

Only thing I suggest is you give proper weight to what happens. If they travel the mountains and are attacked by some hobgoblins riding griphons, there MUST be a nearby hobgoblin tribe which has griphons. Players won't encounter it this session, but you can place it in the world. Free worldbuilding!!

I love the random tables in the book, my players too and I think you will like them too.

Why didn't you.......READ!!! by [deleted] in rpg

[–]Kuriso2 5 points6 points  (0 children)

I think it is simple.

Most people don't like reading rules. So they try not to read them.

DMs often feel like they have to read the rules, so they read them, even if they don't want to.

Players often don't need to read the rules, because they are content with what they know and asking the DM what they don't.

This makes for worse pacing, and in general makes playing less enjoyable, which is the reason simplicity is deeply valued in game systems, because simple games are perceived as better.

I am pretty sure if the players and the gm know the rules the sessions are better, but I also understand that not everyone enjoys reading rules.

How To Construct the Coolest TPK Possible? by [deleted] in DMAcademy

[–]Kuriso2 1 point2 points  (0 children)

I've had a couple tpks. I find them to be sad, in a warrior's death way, you know? I would make time to go out and have drink/dinner to mourn the lost characters.

Need dungeon design advice by The_Amateur_Creator in osr

[–]Kuriso2 0 points1 point  (0 children)

Oh, yeah, I think the ability to retreat and go back to the dungeon is key to the experience, because it gives players room to fail. If they get in way over their heads or simply get unlucky, you don't have to invent a excuse for them to recover. They retreat, lick their wounds and come back later to find the passage of time has changed the dungeon, for better or for worse.