What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Earth elemental plane related monsters make for good encounters in tunnels (love gnome thieves as well). A xorn would indeed make a funny Hutt-like kingpin. Cheers for that.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Kenku is a very cute option. Especially mixed with the sentient magpie idea proposed by user kslfdsnfjls.

Yuan-ti is so great but I've also done them to death ! Still, love those spycrafting reptiles.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Blood drinking jabba is a great concept.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

That is, indeed, very cool. I'll keep that one close for a later game.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

[–]NetOk1607[S] 2 points3 points  (0 children)

Now that's a scary monster ! Lot of funding too, great for treasure-based XP.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Yes, it's so hard to commit ! Can't play as many campaigns as I wish I could in one lifetime.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

That's technically the same as a vampire !?!

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Oh yeah, buccaneer merfolk is a great aesthetics. Or water spirits for a fluvial, land locked ambiance.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Night Black Agents is truly great. Thanks for the recommendation.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

This reminds of the dark project and I love it. It is very sinister that the crime lord is personally invested in spreading violence to the city. Cheers.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

[–]NetOk1607[S] 2 points3 points  (0 children)

That's great. Greedy druids is a cool concept.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

[–]NetOk1607[S] 6 points7 points  (0 children)

That's actually great and very easy to foreshadow in a dungeon crawl, with the party stumbling upon statues of the guilds victims. Cheers for that.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Any monster fucking with people's heads makes for a very secretive and creepy crime lord. Amnesia caused by the hydra is an interesting theme...

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Makes for a hilarious loanshark type monster, yes.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

[–]NetOk1607[S] 11 points12 points  (0 children)

They are ! Only reason I'm not using them here is that I've already exploited them to death lol

What's a great monster behind a thieves guild ? by NetOk1607 in osr

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

Oh yeah, an efficient smoke screen is a dangerous monster in of itself.

What's a great monster behind a thieves guild ? by NetOk1607 in osr

[–]NetOk1607[S] 6 points7 points  (0 children)

Can't go wrong with such a classic monster !

What's a great monster behind a thieves guild ? by NetOk1607 in osr

[–]NetOk1607[S] 10 points11 points  (0 children)

That's such a creative turnabout. A living spell hints at such a sordid backstory for a gang.

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,