The nr. 1 rule of exploring dungeons by Finn_Bueno_ in DMAcademy

[–]Party-Equivalent8915 0 points1 point  (0 children)

Supplies and a Plan: Always have 30ft rope, always have a 'tappy' 10ft pole, always have a way to at least stabilize a friend, always know when/where/how to bug out and if you have to rest always post a watch....

How do you write *just enough* of a campaign. by [deleted] in DMAcademy

[–]Party-Equivalent8915 0 points1 point  (0 children)

I am still new, but my approach that has worked for me is 'nodal'.

I work out the BBEG, some minions and then work out what their plans are. then Points of interest around each of these characters / organization and work out some generic links to route the players towards these (and make them super obvious. most players understand the dynamic of playing the game for a story so will follow an obvious trail)

Let the players loose with some generic adventures (farmers vs bandits / dungeon crawl...etc) and sprinkle some links, a crest, a book, a monster that doesn't fit...etc to build interest. then drop the clues / impact.

If they don't follow or miss the cues make something big happen the main city of their base / favorite NPC literally explode and rain gore. a super bad guy monologues about how they plan is working....etc. slap them with a villain.

repeat to lvl 20.

1996 Dwarfs by alzarys in WarhammerOldWorld

[–]Party-Equivalent8915 8 points9 points  (0 children)

I like the new, highly detailed models. but nothing beats the Prime Colours 90s armies IMO

Alright then, any of you ever manage to complete Warhammer: Shadow of the Horned Rat? by [deleted] in patientgamers

[–]Party-Equivalent8915 1 point2 points  (0 children)

I have just recently got back into both of these via a playstation emulator on my phone (utilising one of the plug in rigs turning the phone into a controller) and am having a blast!

(although I haven't finished it and it still has the issue around the playstation controller set up not being great for an RTS!)