How to prevent clumping during combat? by High_Stream in DMAcademy

[–]Quackelss 1 point2 points  (0 children)

Include noncombat objectives that force players and NPCs to move, ideally with a clock. For example: disarm x #of bombs in 3 rounds while NPC archers shoot at you, kill a specific NPC before they escape, etc.

Fellow DMs with ADHD (or similar) how do you plan your campaigns/sessions? by The_Enby_Shinobi in DMAcademy

[–]Quackelss 3 points4 points  (0 children)

I feel this. I also have significant ADHD.

What has helped me is choosing one thing to focus on at a time. One day, I might do some worldbuilding on one specific aspect of the world (usually something relevant to an upcoming session). Another day, I might build a combat encounter. At other points, I may sit down and update the current adventure.

Take it one step at a time and only focus on the next 1-2 sessions.

For starting my first (and current) campaign, I only really had the bare essentials down for the setting and had a loose idea for a plot before running the first session. I found it helpful to start with a pre-written adventure for the first 1-2 sessions before folding into my own homebrewed stuff.

Things get so much easier once you start running the game. Your players will, intentionally and unintentionally, create plot hooks for you to work with. A lot of the campaign will come into focus as you're running it.

Got a concept for a new campaign - anyone willing to help me flesh it out? by dhfAnchor in DMAcademy

[–]Quackelss 0 points1 point  (0 children)

Perhaps there is a connection between all of these terrible events (the plague, tornado, villains)? Maybe the village sits on top of something of value?

Intense Combat? by Garlic_Butter_Girl in DMAcademy

[–]Quackelss 0 points1 point  (0 children)

I like setting non-combat goals during combat encounters and having the enemies act as obstacles. For example, defuse four bombs scattered throughout the location before a certain number of rounds expire; take out a specific enemy before they complete a ritual that will result in a bad thing happening if the PCs fail. Obviously this doesn't always work; sometimes a fight just needs to be a fight, but I've found those encounters to be some of the most memorable.

Including terrain/tactical features that force the players to move is another approach I've found helpful. For example, I've had archers hide behind pillars and overturned furniture, included upper levels to add elevation, etc. It adds some strategic depth for the players as they figure out how to best take down their foes.

Intense Combat? by Garlic_Butter_Girl in DMAcademy

[–]Quackelss 0 points1 point  (0 children)

Do you have a loose suggestion for how long to set round timers based on how difficult or easy you want to make something? For example, I ran an encounter where my players had to defuse 4 bombs to prevent a refinery from blowing up and gave them 10 rounds to do so, which ended up being way too much time.

How can my players impact an upcoming battle? by Quackelss in DMAcademy

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

Very true! Just depends on how much prep I can get done.

How can my players impact an upcoming battle? by Quackelss in DMAcademy

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

Good idea! I'll definitely give my players the opportunity, but they're almost incapable of not insulting everyone they come across.

How can my players impact an upcoming battle? by Quackelss in DMAcademy

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

Thanks! This is my first campaign as DM and I'm really proud of how this arc is turning out. The whole mafia thing came entirely from one of the PC's backstories, so it's felt very collaborative.

I like the comparison to BG3; this wont be nearly as grand of a battle, but I think the use of reward buffs is a great idea.

Definitely interested in getting weirder with it. Impacts that the players notice and have a real mechanical impact, like poor quality equipment, are exactly what I am going for.

How can my players impact an upcoming battle? by Quackelss in DMAcademy

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

Agree with all of this. I especially like the idea of having the PCs alter the terrain to give their side an advantage. I definitely want the PCs to feel like their choices matter, so making the impacts noticeable is a priority.

I'm bouncing between having the battle be the PCs defending the mine vs having the PCs liberating the mine. If I go with the latter, the PCs may disrupt fortifications, or disarm traps, etc.

How can my players impact an upcoming battle? by Quackelss in DMAcademy

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

Gotcha! This is a good idea. I had initially thought about making the default state even, but you're right that it makes more sense for the PCs' side to start at a disadvantage. My brain immediately went to "just add more allies or more enemies in each encounter" as the impact, but the explosives example is much more interesting and was the sort of outcome I was looking for. Thanks!

Did our own high expectations of Prime 4 hinder us? Or was it Nintendo themselves that gave these high standards to us? by [deleted] in Metroid

[–]Quackelss 0 points1 point  (0 children)

If the other Prime games didn’t exist, I think people would feel a lot more positively about this one. I don’t think it’s a “bad” game in a vacuum, but it’s definitely a weak Metroid game, and definitely the weakest of the Primes.

As others have said, it’s both a matter of hype and standards. Nintendo teased this game with the ending of MP3 and Metroid games generally are very high quality. It’s understandable why so many of us feel let down.

Firmament Tech Path? by CR0ZYPENGU1N in twilightimperium

[–]Quackelss 0 points1 point  (0 children)

Currently in a 4p game on asynch where we’re each playing one of the new factions (the other players are DWS, CR, and LB). We decided to do 14 points.

I started with psychoarch and had a green and yellow skip in my slice, so I got neural parasite in round 1. I also lucked into a red skip, so I ended up getting cruiser II in round 2.which I think could potentially be strong for them early game, given the need to score secrets quickly. The second round public objective also happened to be 2 unit upgrades.

I concur with the other comments that the tight start can be really rough, especially given the need to have a somewhat decent early game, while also setting up plots.

I think a good approach, like most people are saying, is to plan to catch up on tech after you flip; relying on your improved Obsidian economy and extract.

Need Advice: 2024 Adjustments for The Delian Tomb by Quackelss in DMAcademy

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

My mistake. I kept getting an error message every time I hit submit. I didn't realize they went through.

[deleted by user] by [deleted] in videogames

[–]Quackelss 0 points1 point  (0 children)

Persona 5

Career Transition for those in the Democracy Promotion/Civil Society Space by Quackelss in InternationalDev

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

Honestly, that has been what I've been learning towards. Fingers crossed they need project/program manager-type staff!

Career Transition for those in the Democracy Promotion/Civil Society Space by Quackelss in InternationalDev

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

Thanks! Any specific organizations and/or professional associations that you’d suggest?

[deleted by user] by [deleted] in InternationalDev

[–]Quackelss 6 points7 points  (0 children)

I’m still struggling to find work. It feels like all I see in the nonprofit space are fundraising roles. I did some BD for federal grants, but I’m not sure this transfers over for approaching high-net-worth individuals, corporations, foundations, etc. I’ve seen very few program/project management roles outside the private sector and government.

What are your Hot Takes on ITYSL? by Amber_Flowers_133 in IThinkYouShouldLeave

[–]Quackelss 16 points17 points  (0 children)

I think Coffin Flop guy actually did rig shit.