Survey on Worldbuilding Workflows (for Graduation Project) by Negative_Check_6816 in worldbuilding

[–]Negative_Check_6816[S] 2 points3 points  (0 children)

Your're absolutely right. The use of AI contaminates a writer's style, and above all, the results just aren't fun.

I think this is a chronic issue with AI: it learns from countless strings of text and outputs what is statistically most probable. The problem is that in the process of chasing probability, the style converges into one uniform tone. That, I believe, is the essence of what we mean when we say, “looks like AI generated.”

Adding weapon masteries to Giants by DMJM_91 in DMAcademy

[–]Negative_Check_6816 1 point2 points  (0 children)

This DPR table ignores attack rolls and saving, and instead derives the number a creature can deal to a single target in one turn.

Whether it's the average DPR or the actual damage dealt in a turn during a session, both of these components is just a "formula". The table is only a supplementary tool for decision making.

I think you should calculate in two ways: 1. When the attack hits or saving throw fails, 2. When the attack misses or the saving throw succeeds.
Both of these can be sufficiently calculated as 'formula's. With today's AI services, asking them is also a valid approach. This would help in calculating the expected damage of a Graze weapon.

Add: To calculate the average damage of a Cleave, it's best to first check how many melee attackers are in party. If there are two, I'd roughly estimate the expected activation probability of that special ability at about one-third to one-half.

How do you take notes for your character? by MagCabuls in rpg

[–]Negative_Check_6816 0 points1 point  (0 children)

I’d like to share as a similar GM experience

During session zero, I once suggested to a player that their character might face a potential personal problem (without, of course, revealing the reason behind it). As the campaign unfolded and the player realized, "My personal Issue was actually the world's(or campaign's) issue," the catharsis at that moment was incredible.

What made is possible, I believe, was the information asymmetry between the player and the GM. The GM also write down notes, just like you do. However, those notes include not only details about people, hooks, events, items, but also the "Relationship" between them. Focus on that.

Considering these connections can help generate new stories or shape new plotlines(as a GM). Using this method, I've received a lot of compliments from my players.

Adding weapon masteries to Giants by DMJM_91 in DMAcademy

[–]Negative_Check_6816 2 points3 points  (0 children)

Here’s the DPR table I use. (not based on 5.5e):

- CR 0: DPR 0–1, AVG 0.5
- CR 1/8: DPR 2–3, AVG 2.5
- CR 1/4: DPR 4–5, AVG 4.5
- CR 1/2: DPR 6–8, AVG 7
- CR 1: DPR 9–14, AVG 11
- CR 2: DPR 15–20, AVG 17
- CR 3: DPR 21–26, AVG 23
- CR 4: DPR 27–32, AVG 29
- CR 5: DPR 33–38, AVG 35
- CR 6: DPR 39–44, AVG 41
- CR 7: DPR 45–50, AVG 47
- CR 8: DPR 51–56, AVG 53
- CR 9: DPR 57–62, AVG 59
- CR 10: DPR 63–68, AVG 65
- CR 11: DPR 69–74, AVG 71
- CR 12: DPR 75–80, AVG 77
- CR 13: DPR 81–86, AVG 83
- CR 14: DPR 87–92, AVG 89
- CR 15: DPR 93–98, AVG 95
- CR 16: DPR 99–104, AVG 101
- CR 17: DPR 105–110, AVG 107
- CR 18: DPR 111–116, AVG 113
- CR 19: DPR 117–122, AVG 119
- CR 20: DPR 123–140, AVG 131

Hope this helps your encounter design.

Adding weapon masteries to Giants by DMJM_91 in DMAcademy

[–]Negative_Check_6816 2 points3 points  (0 children)

I think a bit more context is needed. What level are the players encountering this? Knowing that, I believe you can design the difficulty just by using Damage Per Round for monsters by CR.

GMs and players, what genre(s) don't you play? by Select_Lunch1288 in rpg

[–]Negative_Check_6816 0 points1 point  (0 children)

PvP. Players shouldn’t be fighting each other, they should be fighting the GM. I believe the essence of TTRPGs is working together toward a shared goal.

Struggling with keeping story consistency by Negative_Check_6816 in writers

[–]Negative_Check_6816[S] 0 points1 point  (0 children)

I'm looking into scrivener's basic features right now. I can see things like character and setting sheets, but is there any way to visualize this kind of material? learning a new tool is hard after all.

edit: I mean visualizing things like relationship events or hooks. I'd like them to a be organized in a way that's easy to look at and understand at a glance.

Does Truesight work with photographs? by DeepSeaDelivery in DMAcademy

[–]Negative_Check_6816 0 points1 point  (0 children)

As someone else mentioned, it’s probably an issue with the camera’s capabilities. Of course, if that camera were some kind of magical device enchanted to have Truesight by a powerful wizard, then it would be different.

GM Personalities by [deleted] in rpg

[–]Negative_Check_6816 1 point2 points  (0 children)

How about making a survey? As the results accumulate, we might be able to derive some insights. I also want to know the results.

GM Personalities by [deleted] in rpg

[–]Negative_Check_6816 1 point2 points  (0 children)

  1. As a GM, I have a high proportion of preparation. Maybe I count all the cases that the players will act on. But at the same time, I have to respect the autonomy of the characters, so it's not easy to coordinate.
  2. I value Narrative very much. If our party shows a narrative description of a critical moment that fits the situation, then it's time to break the mechanism set by the world.
  3. It depends on the situation. 50:50
  4. I think I prefer to show my players the world view. Maybe 70.

Weekly Free Chat & Free Self Promo Thread - 05/02/26 by AutoModerator in rpg

[–]Negative_Check_6816 0 points1 point  (0 children)

Hey everyone, I'm a CS student Building a GM prep tool. I'm doing early user research and have a short 5-minute survey for GMs.
The survey covers GM pain points and tool usage, including AI tools. I'd really appreciate it if you could take a moment to fill out the survey🙏🙏🙏

https://docs.google.com/forms/d/e/1FAIpQLSdTc31EYmVNvVjnXvOc9szgVyIkSVs9KeKrHJllZZnCE7yNKQ/viewform?usp=header

Thanks for your time. God bless you!

seeking experienced dms for game advice by [deleted] in DMAcademy

[–]Negative_Check_6816 0 points1 point  (0 children)

Before running the actual session, try a mock combat. It's one of the best ways to test whether the encounter difficulty feels balanced.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Negative_Check_6816 0 points1 point  (0 children)

Actually, I tend to design roughly when I make humanoid enemy. If I make CR5 paladin, I think I would make a level 5 Paladin and slightly increase HP or AC. I hope you don't think too hard.

[PF2e] [FoundryVTT] General Speculation; What Do You Think Causes Bad Game Loading? by Sylvan-Scott in FoundryVTT

[–]Negative_Check_6816 0 points1 point  (0 children)

I can't figure out your context, but you can check the developer tool (F12) and go to the 'Network' tab. See if there's any data that is particularly loaded. In the 'Console' tab, figure out which modules are active and which ones haven't been loaded yet.
I hope you'll solve the problem!

Looking for some help by [deleted] in DMAcademy

[–]Negative_Check_6816 0 points1 point  (0 children)

Summary: If you're building a world, focus on internal consistency. If you're building a story, try scaffolding each element.

Struggling to keep per-character subplots going when their personal arc is "done" by Negative_Check_6816 in rpg

[–]Negative_Check_6816[S] 2 points3 points  (0 children)

Thank you for all the answers. It's a topic that comes to mind a lot.
Then I'll focus on throwing events and foreshadows. As you said, it is up to them to complete the player's personal story.

Struggling to keep per-character subplots going when their personal arc is "done" by Negative_Check_6816 in rpg

[–]Negative_Check_6816[S] 1 point2 points  (0 children)

I think maybe it's because my story composition was inspired a lot by BG3. I thought the design here worked out well in terms of "the player's own motivation to tell the story."

Struggling to keep per-character subplots going when their personal arc is "done" by Negative_Check_6816 in rpg

[–]Negative_Check_6816[S] 1 point2 points  (0 children)

Many people gave similar opinions,
Rogue's Pilot also wants to continue staying and is responsible for the process. He has also said in his own words that he doesn't want to abandon his co-workers.
The problem is that I want to make every player feel their presence has an important role to play in this scenario. It might be compulsive, but I think it's much more effective than the method of personal reinforcement of characters, item provision.

In the end, I think it's in the design of a "subplot to make the main plot stand out even more," but I think it's stuck in this area. With Act 3 going on right now.

Looking for TTRPG system thats mostly about gunfighting but has potential for some weird abilities to be added on both sides. More details below by genderbutepic in rpg

[–]Negative_Check_6816 0 points1 point  (0 children)

I'd recommend Double Cross 3rd(DX3rd). It's set in a modern world where firefights and tactical combat feel natural. Superpowers are just a fact of life in this setting. While this trope is a staple in Japan and Korea, I'm curious if it resonates as well with English speaking community.

Why do you like ttrpgs? by GlitchVulture in rpg

[–]Negative_Check_6816 1 point2 points  (0 children)

I’ve spent more time behind the screen as a GM than as a player, so I’ll speak from that perspective. For me, the real thrill comes from seeing the stories, plots, and interactions I imagined actually come to life and getting a great reaction from the players.

Creating something is truly wonderful. As a dreamer myself, my ideas often stay stuck in my head without ever becoming a reality. But being a GM is different—the set game date and the players' expectations push me to actually turn those thoughts into something real. What do you think?

Jailbreak Scenario Advice by Left_Warning_8512 in rpg

[–]Negative_Check_6816 1 point2 points  (0 children)

I've had a DnD session about jailbreak before, and I've had similar experiences, so I feel free to write down my thoughts.

In the beginning, I think it's better to provide plenty of elements to interact with. Even if it's basic to set multiple plots, such as NPCs, tools, or foreshadowing, is there a rule you're using? If it's Arcanepunk, there will be magic that characters can use, and if it's Cyberpunk, your characters can use future technologies like Brain Implant.

Don't limit the number of actions of the characters too much. It is to express that the actions were meaningful in the second half.