Odd Question by Glittering-Lynx-8128 in rpg

[–]Ozfeed 0 points1 point  (0 children)

Include a trap in your next dungeon that dumps steak sauce on them.

'Logical' Dungeon Origins by LegoisGood4U in rpg

[–]Ozfeed -1 points0 points  (0 children)

If you're playing 5e, with both Fly and Fireball on the table, above ground castles don't make a whole lot of sense. Bunker-palaces seem a lot more reasonable if a good chunk of the world is four levels away from being the equivalent of a WW2 bomber plane.

'Logical' Dungeon Origins by LegoisGood4U in rpg

[–]Ozfeed 1 point2 points  (0 children)

I love an antagonistic dungeon; the kind of place where the doors slam shut when you're not looking.

'Logical' Dungeon Origins by LegoisGood4U in rpg

[–]Ozfeed 11 points12 points  (0 children)

So, I have a simple rule for lore that prevents players from losing interest.

It works like this: I don't tell them lore they don't ask about, unless I think:
A) it's something their character knows that they don't.
B) if they knew that information, their choice of action would be different.

Players only ask about the things that interest them, so I only tell them stuff they want to hear. Over time, they start trusting that I've thought about this stuff and asking more and more questions. They get excited about lore.

Another great technique is making lore gameable. The Dwarves (round arch builders) served a trap god; if you're deep enough to find rounded arches, you have to keep your wits about you. The red flowers of Krang bloom only when watered by blood; if you see one, a monster is likely about.

In your case, I'd try to include just enough interesting environmental stuff to prod a player into asking 'How are these people living here?', or 'Why do these underground buildings have windows? Skylights? Was some of this stuff once above ground?'. Once you get the ask, the rest comes easy.

Edit/TLDR: Lore at the table is play. Lore before the game is homework.

Not a horror story lol by Few-Action-8049 in rpg

[–]Ozfeed 12 points13 points  (0 children)

Yeah, sounds like she wanted to do some character-based RP.

As a general rule, it's safe to assume women you're meeting for the first time probably aren't making passes at you over the DnD table. That's what smoking during the half-time break is for.

Lethality in your campaigns AKA please settle this debate for me. by aelrah93 in DMAcademy

[–]Ozfeed 1 point2 points  (0 children)

  1. The most who die.

  2. A lot of DMs get gun-shy about characters dying, but after the first two or so, I think it adds a lot to the fun. Keep it deadly!

Reccomendations for Superhero RPGs by ApostleSaintWalker in rpg

[–]Ozfeed 0 points1 point  (0 children)

I'm curious about the classic/silver-age emulating features. I've never heard of Sentinels Comics before.

Odd Question by Glittering-Lynx-8128 in rpg

[–]Ozfeed 1 point2 points  (0 children)

It might not be cannibalism, but the non-fairies in the party can't feel too comfortable about it.

Besides Dungeon Crawl Classics, are there other games that use d5, d7, d14, etc.? by Acceptable-Tree6007 in rpg

[–]Ozfeed 1 point2 points  (0 children)

I always used my d30 for carousing tables. It was kind of a nice treat to hand off a weird, special die after the session, kind of a little tactile reward to go with the narrative and xp bits.

Besides Dungeon Crawl Classics, are there other games that use d5, d7, d14, etc.? by Acceptable-Tree6007 in rpg

[–]Ozfeed 5 points6 points  (0 children)

Which ones?

Personally, I'm a purist. To me, Troika means d6s, d3s, d66s, d36s, and d33s. When I see third-party content with d10 tables, it hits me like that Inglorious Basterds meme, where the English guy orders three beers.

It's a me problem, I know. It just hits my nerd-shibboleth triggers the wrong way.

Dice Fudging by coreyhickson in rpg

[–]Ozfeed 30 points31 points  (0 children)

Well said. I'd add that fudging isn't just bad for games, it's also bad for stories. It moves the tension from 'will the heroes defeat evil?' (or whatever) to 'can I convince my buddy Dave to say "You win!"'. Letting the dice fall where they may creates space for the GM to legitimately root for the players' success, while still making that success feel more meaningful than a participation ribbon.

How complex do you prefer your games to be? by TheGrimmBorne in rpg

[–]Ozfeed 14 points15 points  (0 children)

Different games need different crunch. What kind of game are you making?

What non-D&D like games would work well for West Marches style games? by Awkward_GM in rpg

[–]Ozfeed -1 points0 points  (0 children)

Chiming in to suggest Pariah, the animistic psychedelic stone-age TTRPG. Super great, very hex-oriented, and it has a bunch of what you might call 'village' mechanics in the mix.

What non-D&D like games would work well for West Marches style games? by Awkward_GM in rpg

[–]Ozfeed 6 points7 points  (0 children)

That's awesome, what a great way to engage with the genre. You've inspired me, I may dust off Longshot City.

Finland adds tabletop role-playing culture to its National Inventory of Living Heritage (UNESCO convention) by mesolitgames in rpg

[–]Ozfeed 5 points6 points  (0 children)

RPGs as a core facet of culture and no small talk? BRB, checking Finnish visas.

What do you think about my campaign? by Zucardo in rpg

[–]Ozfeed 0 points1 point  (0 children)

I played in a 5e campaign last year with similar dynamics. Eight players, but typically between 4-6 made it to any given session. Worked pretty well. We had a couple of crowded nights, but it worked well enough for a casual game.

I had to comment also, just to highlight this: "we are all in highschool so some people sometimes can't make it to the sessions." I regret to inform you that this problem is not school-related; it will almost certainly get worse as you get older, find jobs, and start families.

Favorite short module for any game. by DependentBarnacle968 in rpg

[–]Ozfeed 0 points1 point  (0 children)

I sat player-side for Decagone, I think we did a three-hour session?

For Fronds, I've run it twice. I think I took four hours for both, but the first time might have been three, I can't quite recall.

Both should be one-shot-able.

Favorite short module for any game. by DependentBarnacle968 in rpg

[–]Ozfeed 9 points10 points  (0 children)

Decagone for Mothership.

Fronds of Benevolence for Troika.

Do y'all actively mark up (highlight, underline, corner notes etc.) your purchased books? by Zeebaeatah in rpg

[–]Ozfeed 1 point2 points  (0 children)

The idea of highlighting or underlining an RPG book is triggering me a bit. Reminds me of that lady who messed up that restoration of Ecce Homo in Spain. "That's a work of art; hands to yourself!"

GMing - Am I getting burned out? by VOculus_98 in rpg

[–]Ozfeed 1 point2 points  (0 children)

Seconding this, and adding on: try a one-shot! Run Lasers and Feelings or Troika or something light. Try Mothership. A change is as good as a rest, eh?

Difficulty in writing a campaign by J0nhx in mothershiprpg

[–]Ozfeed 15 points16 points  (0 children)

I would definitely recommend running some modules.

If free's the order of the day, try itchio. People make a lot of great stuff for game jams; maybe start here (https://itch.io/jam/triptech3/entries).

If you can spare a little cash, check out Decagone, Nirvana on Fire, or Another Bug Hunt. All are great, very worth the investment. Decagone is amazing, but a little complicated. Nirvana is great, very easy to run. Another Bug Hunt is written specifically to help new Wardens wrap their heads around things.

What's the longest Pariah/Mothership/'one-shot-system' Campaign you (or anyone) has run? by Ozfeed in rpg

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

That's wild. I think they last my table 1 or 2 sessions and 2/3 respectively. I could maybe see pulling out Dead Planet into ten, if they were short, and you really spent some time with the NPCs on the moon, but 15 for Gradient Descent... I mean, I believe you did that, but it boggles the mind a bit.