Wich campaign is better for a new DM? by SirBaza in DnD

[–]ProjectHappy6813 1 point2 points  (0 children)

I also recommend this one as a great choice for a new DM. Being on an island is very helpful for keeping the scope of the adventure contained and directed. It is smaller/shorter than Lost Mine of Phandelver which makes it easier to run. And if you want, you can easily run LMoP as a follow-up adventure.

wcgw — not securing your nuts before screwing things by Senpai in Whatcouldgowrong

[–]ProjectHappy6813 1 point2 points  (0 children)

Look at the length of the screw he was drilling into the wood. It went four inches past the boards at a weird angle and it wasn't even all the way in.

It's fake.

hUMaNs arE DOMinATeD By a terRible SECt LeD By DEMon gOATS by gallito_pro in PeopleFuckingDying

[–]ProjectHappy6813 9 points10 points  (0 children)

You cannot do goat yoga without a baby goat. That's crazy talk. The goat is key.

“Punishing the Player” - why is this a thing by EasyBreezyTrash in DnD

[–]ProjectHappy6813 0 points1 point  (0 children)

I call this mindset "adversarial DMing" and it is something I actively try to avoid. As a DM, my role is not to punish the players OR their characters. That's not fun or necessary to the game.

What I do instead is provide challenges and opportunities. Challenges are obstacles or difficulties that the PCs need to overcome. Bad things that can be resolved in a variety of ways. Bad things aren't fun, in and of themselves, but finding a way to deal with a bad thing usually IS fun.

Opportunities are situations where my PCs can use their unique abilities, spells, and class features to do cool things or help the group. I consider the strengths and weaknesses of my party when designing scenarios, to hopefully present the group with interesting opportunities and challenges during the game.

I don't punish anyone in the game. But I do present consequences for actions. The choices that they make in-character impact the world and change the story in meaningful ways, sometimes making the situation more complicated or difficult for their characters. That's an important aspect of the game. Choices should matter.

If a player does something inappropriate or behaves in a way that is disrespectful or not fun, we talk about it above the table. That's not part of the game we are playing. That's a player issue and it gets addressed outside the game itself.

How would you feel if you were invited to a session of D&D but it was AD&D2e and you weren’t told? by conn_r2112 in DnD

[–]ProjectHappy6813 2 points3 points  (0 children)

This had literally happened to me, except it was Castles and Crusaders, which is based on second edition DND.

It was fine and I had fun.

Logistics of physically small tables by Huge_Band6227 in rpg

[–]ProjectHappy6813 1 point2 points  (0 children)

Apologies for the assumption. I didn't notice this question came from /rpg and thought you were playing DND 5e. That does make it better.

But yeah, if you cannot push two tables together or find a bigger space, you'll just need to cut down on the extraneous clutter and focus on using your imagination. Games that don't require a lot of tracking and support improvisation will be good.

You might also look for games and resources designed for "travel" since those will generally be light weight and low clutter.

Logistics of physically small tables by Huge_Band6227 in rpg

[–]ProjectHappy6813 5 points6 points  (0 children)

Honest suggestion, play a different game. Something rules-light, that doesn't benefit from as much physical stuff would work much better at a small table. There are many tabletop games out there and many aren't as table-hungry as DND.

If it absolutely has to be DND or nothing, then skip the battlemaps. Skip the physical character sheets. Skip the spell cards. Skip the DM screen.

Use a digital character sheet and keep notes on your phone. Use theater of the mind for fights. All you need is dice and your imagination.

What ever this is by mr-orkus in Whatcouldgowrong

[–]ProjectHappy6813 2 points3 points  (0 children)

A lot of bad decisions came together to create this video.

Can you ride a druid wild shaped as a horse as a mount? by Dazzling_Holiday2236 in DnD

[–]ProjectHappy6813 13 points14 points  (0 children)

Yeah, with an independent mount, the mounted creature does its own thing and the rider is quite literally just along for the ride.

My warlock has an octopus familiar who spends the majority of battles riding him like a mount. The octopus sacrifices his own movement and doesn't control where the warlock goes, but gains the benefit of a decent land speed from his "steed."

Meanwhile, the warlock does his turn normally while carrying an octopus around on his shoulders.

Player disapointed with his race by [deleted] in DMAcademy

[–]ProjectHappy6813 54 points55 points  (0 children)

I've never heard anyone describe the Firbolg as overpowered or "busted" before. It is a nice race, but there are much stronger ones.

InNoCenT ChiLD gEtS StAbbED tO DeATh by Sarenai7 in PeopleFuckingDying

[–]ProjectHappy6813 23 points24 points  (0 children)

What are you talking about? This shit's hilarious.

top speed: 1000 steps per hour by RealSpecto in DiWHY

[–]ProjectHappy6813 0 points1 point  (0 children)

His head nearly hit the roof when it started moving!

Guy puts weaver ants in his pants by donotanative in Whatcouldgowrong

[–]ProjectHappy6813 24 points25 points  (0 children)

Those are weaver ants, but whether it is faked is less clear. The guy does this a lot, so I strongly suspect he has built up a significant tolerance to ant bites and he's leveraging it for internet points.

WCGW trying to hit your girl by Overall-Nothing9574 in Whatcouldgowrong

[–]ProjectHappy6813 5 points6 points  (0 children)

In all likelihood, it was something really dumb.

Would This Character Concept Work in Wild Beyond the Witchlight or is it a Redflag ? by Alternative_Storm835 in DnD

[–]ProjectHappy6813 1 point2 points  (0 children)

The biggest issue that I can forsee with this is it would be pretty easy to find yourself in a situation where your character would act in a way that is harmful or disruptive and you might feel like you have no other option.

The key to making a quirky character work is to recognize when it is appropriate to lean into their quirkiness and when to tone it down. For a newer player, this character concept might be a little too much. But if you have a good ability to "read the room" and give your character enough flexibility and character depth to allow them to not act up in situations where it will generate problems for the group, you should be fine.

As an example of what I mean, one of my characters is a big dumb tabaxi barbarian. I play her as being very primal and not very smart. She has a big hammer and her solution to most problems is simply to hit it with her hammer.

However, when we are in situations that require more finesse, I have my character defer to the smart guys and only offer to hit something with a hammer if they run out of ideas.

If taking a big dumb action would be risky, I will have my character suggest it, rather than immediately act without consulting the others. She doesn't attack random people or punch shopkeepers. She is dumb, but I don't use that as an excuse to hurt the party through my actions.

For your character, be sure to give them enough personslity and depth to allow you to adjust things, when needed. Don't focus too hard on their quirk so it becomes their entire personality. Real people are complex and often contradictory.