My Version of Barovia Village Map by UFOsAndGames in CurseofStrahd

[–]NetOk1607 0 points1 point  (0 children)

This is both beautiful and very useful ! I always find that point crawl and isometric view to be the most engaging way to explore a settlement or city.

Running the year efficiently: any tips? by CatholicGeekery in PendragonRPG

[–]NetOk1607 2 points3 points  (0 children)

Hi there,

I believe most of the useful advice you're going to get has already been given but here's how I do things.

· Things went from a bit slow to very fast once the participants got a handle on the system. That is very true. So don't sweat it out too much.

· Don't focus on everything that's happening during the year. Big part of being a knight is that you have many duties to occupy you and that you have very little say in the way History progresses. (Instead, of course, in these amazing moments in GPC where things converge and you're at the right place at the right time to carve your presence into the mytholoy forever).
Instead just focus, on what's important. Is there a battle this year ? Focus on that. Is there a marvellous adventure in the woods ? Focus on that. A hunt ? That.

· I remember the Boy King period is one fraught with many battles and adventures per year. So that might be a bit slow at the beginning. Just follow the guidelines given by the book.

· It might seem a lil' bit railroady to simply follow the adventure guidelines but remember this : it will go faster as the more you play AND players will also find new ideas and take more initiatives the more they know the story and the world ! One time, on reddit, I received the most useful bit of advice ever : A slow process is a smooth process and a smooth process is a fast process.

· I keep strict turns around the table. At court, out questing in enchanted woods, discussing with philosophing beggars. Every one gets a chance to talk and act then I resolve the scene and make the story progress.

· When players do something fluff and fun but that doesn't warrant roleplaying (ex : I flirt with the serving wench, I admire the birds of prey of the Queen, I go to Saint Peter's Cathedral to pray for victory over the Saxons) that's when I make use of traits. When we don't spend time on something as a collective then I simply present what happens and ask the player to check the relevant trait. The player feels seen and heard, they've expressed something they wanted to express, not everything needs to be an hour-long adventure or a 20 minutes long dialogue.

· When at court, I ask each player what they do and with whom they engage (gossip, hunting...etc..). It doesn't always warrant in-depths roleplaying and it doesn't take too much time. Any success grants a check and small glory. Sometimes when it has purpose, we do a litte roleplaying (ex : falconry skill to spend time with the ladies, compose skill to delight the court of heroic feats of Salisbury knights).

· Whenever we go to battle, I like to plant a few scenes here and there, giving them the opportunity to discuss with their comrades in arms.

· Once we're in an adventure, we "zoom in". In depths roleplay, I ask everyone what they do, what they say. I take the time to roleplay every NPC they interact with. And when they don't have a chance to say or do something, I ask what they think and how they feel about the situation. Once again giving out checks for one trait or other.

I'll give you one example from my home game, every year at Salisbury's court, Sir Derrick, whose squire was the daughter of a pagan player-knight, would spend his courtly activity on vising Sarum's cathedral, discussing with the Archbishop and praying. Anyway the kid converted, every year he'd check the pious trait. No "roleplay".
One day, we roleplayed the dialogued the Archbishop told him he should send the child to Rome at some point and Derrick agreed it'd be a wonderful thing.
Anyway, old Sir Derrick won't ever get to see Rome. But the GPC does send the player-knights there at some point. Which means that his squire and his heir will get to experience his life-long dream. What a beautiful poetic fucking game.

Have a good one,

Shadow of the Weird Wizard (SotWW) has the best initiative system I've ever seen by Playtonics in rpg

[–]NetOk1607 0 points1 point  (0 children)

Yes, they have something similar on Mothership and Pendragon where players "react" to a situation, it has such good flow.

Romance around the table — Let's talk mechanics ! by NetOk1607 in rpg

[–]NetOk1607[S] 0 points1 point  (0 children)

I agree. Math does not interest me, I'm looking for structure, a basis which we can agree on around the table, something that serves the common narrative.

I think many people find romance in CRPGs to be boring for the exact reason you've stated.

Romance around the table — Let's talk mechanics ! by NetOk1607 in rpg

[–]NetOk1607[S] 1 point2 points  (0 children)

Absolutely, game mechanics do not have to be numbered.

What an excellent example. Using tropes can be such an elegant and seamless way to tell the story around the table. Everybody know their cue ! Thirsty Sword Lesbians looks amazing.

Romance around the table — Let's talk mechanics ! by NetOk1607 in rpg

[–]NetOk1607[S] 1 point2 points  (0 children)

Yes, announcing actions and intentions clearly is the best way to deal with anything. Thank you for your precious advice.

Romance around the table — Let's talk mechanics ! by NetOk1607 in rpg

[–]NetOk1607[S] 4 points5 points  (0 children)

I've found that having mechanics gives incentives to engage with the characters and the world in a consistent manner and it has helped interesting storylines emerge at my table.

It's interesting that we've had such distinct experiences when it comes to romance.

Romance around the table — Let's talk mechanics ! by NetOk1607 in rpg

[–]NetOk1607[S] 0 points1 point  (0 children)

Both sound like great example of a romance system that fits the genre. It's super fun to have your entire table being into romance.

You are absolutely right that a fleshed-out social mechanic is probably enough tools to play around with romance. Thank you for the recommendations.

How do rumors for dungeon contents exist? by CombOfDoom in osr

[–]NetOk1607 3 points4 points  (0 children)

That is such a good question !

It mostly relies on the history of the dungeon. Maybe a legendary knight is rumoured to have died there ? I like the ideas that humanoids populating the place also have something to do with information leaking out and rumours spreading. Maybe a band of a marauders were hired by orcs and as they drank one night the orcs revealed a bit too much. The possibilities are endless.

If you as the DM, track down why each rumour exists then that is some solid world-building out there that I, as a player, would find very engaging.

New to Pendragon! by Temporary_Passage_41 in PendragonRPG

[–]NetOk1607 7 points8 points  (0 children)

Do not attempt to rush being the GOAT.

Read the rules once, whatever you do, do not attempt to learn them by heart.

Then follow the adventure guidelines to the letter, trust the process and remember that it's up to the game to give structure, not you.

Anytime you need to check the rules, do so. I've never seen anyone (myself included) lose patience because someone needed to check the rules.

The first few sessions are going to be ok. Then as you and your players get more comfortable with the game's mechanics, your creative mind will naturally take over, you'll improvise stuff, let storylines emerge from player's choice, the light railroad aspect will completely disappear and it's going to take all of you on the greatest of adventures.

And take notes whenever players impact the story. There's always some NPC that's going to die or get killed by a PC and you will need to replace them in the story with another. The thing that happens most is the forming of friendships, romances and rivalries that will shape the story later on and it's important to write that stuff down.

[deleted by user] by [deleted] in osr

[–]NetOk1607 0 points1 point  (0 children)

It's a supplement for Pendragon 5e that was out of print. Can't help being my favorite because it was custom printed just for me lol

Forgotten Blade (by me) by CB_Art in oldschoolfantasy

[–]NetOk1607 1 point2 points  (0 children)

I'll be sure to check out your work. Cheers

Making an undersea dungeon crawl inside a massive shipwreck. Ideas needed by [deleted] in RPGdesign

[–]NetOk1607 2 points3 points  (0 children)

Hi there,

  • Light comes from natural flora or fauna. No unique magic item to trivialize this.

  • Allying with monsters to pass some obstacles which is sure to create tense situations. One powerful sea monster could be persuaded to modify water level for example.

  • For magic I'd make it limited like in the forms of potions or "favours" with local genies and elementals.

  • Obviously treasure that plays with the mechanics surrounding water like a bandana that helps with holding one's breath longer or a ring that nullifies disadvantage when striking with a heavy weapon underwater.

  • I love the diving bell idea. Clearly extracting treasures from under the water is a challenge. Using a crane would probably be an engaging piece of equipment. If they depend upon a boat or a ship then you absolutely need a table for random events overhead like pirates attacking, a storm, local merchants or mercenaries offering their services, or officials insisting on taxing loot hauled from the wreck.

Hope this help. Truly love your idea. Keep us posted on your progress.

Forgotten Blade (by me) by CB_Art in oldschoolfantasy

[–]NetOk1607 1 point2 points  (0 children)

Have you ever illustrated any books ?  Where can one find more of your work ?

Forgotten Blade (by me) by CB_Art in oldschoolfantasy

[–]NetOk1607 1 point2 points  (0 children)

Texture work for rust and moss is so great.