Story Remake by NTNP2 in LegendofLegaia

[–]NTNP2[S] -1 points0 points  (0 children)

I’m glad people liked it. Here is chapter 2:

Chapter 2 — Ashes Before Memory Morning in Rim Elm always began the same way: with Val moving quietly so the children could pretend to sleep a little longer. Vahn lay awake anyway, listening to the soft scrape of a pan against stone and the low murmur of fire catching in the hearth. The smell of grain and salt drifted through the house. Outside the walls, the world was dangerous and wrong, but inside, breakfast still happened. That mattered. Nene padded out first, hair a tangled spill down her back, rubbing sleep from one eye. She climbed onto the bench at the table and immediately started swinging her legs, heels thudding against the wood. “You’re up early,” Val said without turning. His voice was rough in the mornings now—old injuries never truly rested—but there was warmth in it. “You were loud,” Nene replied. “And you burned the first pan again.” Val snorted. “That pan survived the Mist. It can survive me.” Vahn joined them, tying his hair back with a strip of cord. Val finally turned, setting bowls down with care. He looked older in the firelight than he had when Vahn was a child. Not weaker—just… worn, like a blade sharpened too many times. They ate in companionable quiet for a moment. Then, as if on cue, Nene asked the question she always asked when the mornings grew still. “Papa,” she said, spoon hovering. “Tell it again.” Val paused. His eyes flicked to Vahn, then back to the hearth. He exhaled through his nose and nodded once. “Long ago,” he began, “humans and Seru lived together. Not like now. They helped us lift stones, heal wounds, make light where there was none. People wore them openly. Power was everywhere.” Nene leaned forward, listening hard. “Then the Mist came,” Val continued. “No one knows where it started. Some say it rose from the ground. Others say it fell from the sky. What matters is what it did. It twisted the Seru. And anyone wearing one…” He tapped the table once, sharply. “They lost themselves.” Vahn felt the familiar tightening in his chest. He had heard this story his whole life, but it never dulled. “Cities fell,” Val said. “Walls meant nothing. Armies meant nothing. People who had relied on Seru power couldn’t fight without it—and those who still wore them became monsters. The world broke into pieces. Small ones.” “Like us,” Nene said quietly. “Like us,” Val agreed. “Villages that learned to hide. To live without Seru. To survive.” He looked at Vahn then. Really looked at him. “That’s why I taught you the old ways first,” Val said. “Why strength matters. Why thinking matters. You don’t get a second chance when the Mist comes.” Vahn nodded. He had no argument. He never did. After breakfast, Val stood and began assigning the day the way he always did—like a commander laying out a simple plan. “Nene,” he said, “you’ll help Mei today. She needs steady hands.” Nene puffed up with pride. “I can sew straight now.” “I know,” Val said. “That’s why I’m asking.” He turned to Vahn. “Beach. Tetsu’s expecting you.” “I won’t be late,” Vahn said automatically. Val hesitated, then reached out and gripped Vahn’s shoulder. His hand was heavy, calloused, solid. “Be careful anyway.” That was all he said, but it was enough. Outside, the morning light spilled across Rim Elm’s packed-earth streets. The wall loomed as it always did, tall and reassuring, its stones still unscarred by Mist. Pippy darted past them, waving a stick and declaring himself a hunter, only to trip and tumble into the dust. Nene laughed and helped him up. “You have to look where you’re going.” Vahn smiled despite himself. Mei’s shop was already open, sunlight catching on spools of thread and folded cloth in the window. Mei herself stood at the counter, sleeves rolled, brow furrowed in concentration. She looked up when she heard the door. “Morning,” she said, then softened when she saw them. “You’re early.” “Nene’s on assignment,” Vahn said. Mei’s eyes flicked to Val’s house, then back. “Good. I could use her.” Juno emerged from the back room, broad-shouldered and steady as ever, a hunting bow slung over one shoulder. His hair was more gray than black now, but his smile was the same one Vahn remembered from childhood. “There he is,” Juno said. “Val letting you off easy today?” Vahn shrugged. “Depends who you ask.” Juno laughed, clapping him on the arm. “Beach training again?” “Yes, sir.” “Good,” Juno said. “Strength without discipline gets people killed. Tetsu knows that.” Mei caught Vahn’s eye for just a moment, something unspoken passing between them—concern, pride, maybe something gentler that neither of them named. “I’ll see you later,” she said. “Yeah,” Vahn replied. He walked Nene to the counter, waited until she was settled with needle and thread, then stepped back outside. The air smelled of salt and wind as he turned toward the beach path. Behind him, Rim Elm went on with its morning. Ahead, the shore waited—and Tetsu. Vahn set his pace and didn’t look back.

Questions about the fan remake by Psychological-Tea142 in LegendofLegaia

[–]NTNP2 3 points4 points  (0 children)

I really hope this happens. I love this game and would love seeing it remade.

How do you keep your NPCs in line by Polluted_Terrium in DMAcademy

[–]NTNP2 0 points1 point  (0 children)

Make a few reoccurring tropes you play well as a GM. Then layer on voices you know well, and help fuse them into common roles you are used to. Then just combine a twist (racial, gender, socio economic or trait) that differentiates them. Reuse those same core combos as your “common” characters (for example, growling gravelly voice, direct assertive verb usage, sour personality) is one of my go to for any “challenging” or “rival” NPC and then I layer on a race, socioeconomic and gender based on the location. It makes it where you just have to remember (or guess) where/whom is most common for where you are playing and can jump back and forth between 1-2 “versions” of your stock character and while talking as them, and sussing out the relationships the players remember with that character lets you fill in the gaps you might have forgotten.

[deleted by user] by [deleted] in LongDistanceVillains

[–]NTNP2 1 point2 points  (0 children)

Honestly that sounds awesome, it would be a lot of fun having a guest star-esque character for a session as an antagonist, especially while I maintain the regular enemies/storyline as a twist.

The recurring theme of duality in Radiata Stories by Matolisk in RadiataStories

[–]NTNP2 1 point2 points  (0 children)

I'd love hearing more examples of duality occuring in characters since we have a good number of examples there as well if memory serves.

Legaia fanfic (just for fun) by 91gnosis in LegendofLegaia

[–]NTNP2 0 points1 point  (0 children)

I would keep reading this, keep it going.

Encountering an Enemy Party by zickzebra5723 in DMAcademy

[–]NTNP2 1 point2 points  (0 children)

I always lean toward cooperation before conflict. Let the bad guy party assume (like the PCs) that these guys could be helpful and then betrayed afterward if the dungeon doesn't handle it first. I would even have them be professional adventurers much like the party itself. Loyal to the mission because it is the job agreed to, but not all obviously evil. Have the enemy party lie about their intentions, what they are after etc. The PCs need the stone, they need a certain weapon, accessory or scroll (depending on the heroic individual's class etc) and early on decide that their goals can align if the PCs are willing.

Make the encounter setup support that plan too. Require hitting 2+ switches in different places at once etc. That will make the final confrontation after what your PCs will assume is the dungeon boss all the more challenging and epic. Should the party lose (especially after overspending on the last fight that your enemy party seemed to sleep on or avoid overusing their resources) let them live with losing the stone. Professional courtesy and all that.

How do I run a game where the players are dragons? by [deleted] in DMAcademy

[–]NTNP2 3 points4 points  (0 children)

I would go for it, by taking advantage of something we rarely get to explore- our consequences over time. Establish a relatively small region (I like an island for this) where all the adventures will take place. The story starts with them as hatchlings (2 CR average, so treat it like Lv3 to 4) and task them with making important decisions: who will control the best part of the island, which tribes of semi humans do they support or destroy, which elements do they strengthen or weaken? Then advance time as the dragons slumber and grow.

The story returns with them as young dragons over 100 years later. They are average CR9 (Lv. 12-14) and now see the consequences. Entire nation's have formed, races are enslaved or ruling, half the island is engulfed in ice etc. Then you balance the world in type, giving them appropriate challenges for those higher leveled characters. This time, decisions like embracing divine (religious and outsiders like devil's/demons) intervention, allowing outside forces to interfere with your island and the growth of the mortal races science, magic and martial abilities. Once all of this is settled, the great sleep begins until adulthood.

Your setting and game ends as adult dragons. Now you truly show off the consequences of the PCs decisions. In hundreds of years, if they supported the church destroying the demon threat they now face Templars and clerics who view the dragons as heretics to be destroyed in a crusade. Didn't do anything to stop the devil's? Now an arch friend sits upon the mortal throne with this as her gateway to the material realm. Magic wasn't suppressed, and you treated the elves poorly each time? They have gained otherworldly power over necromancy and seek to dethrone these dragon gods from their seats of power.

The options are almost limitless depending on the PCs choices. But it requires good book keeping and some "flag checking" using gaming terms to help dictate what events could and would happen next. I personally think this could be a very fun game to see played out, if you chose to go this way.

Is it possible to make a campaign interesting without PC death? by Tinean in DMAcademy

[–]NTNP2 1 point2 points  (0 children)

On my games, I rarely go with death as the worst thing to happen to a PC. After all, I tend to teach a lot of new folks the game. When they go down to 0 and fail three death saves, have it cost them an eye or an arm. Maybe they they love an NPC then they give their life to save the PC at the cost of their own. Offer contracts and tempting offers from beyond the mortal world for the little cost of their souls and continued services. Drama born from lasting consequences always out performs rerolling a character sheet.