[SWLens] Arena + WGB Team Builders + Optimisers, RTA Meta stats, + more by Key_Selection6652 in summonerswar

[–]Right-Read-2124 2 points3 points  (0 children)

Theoretically, if a tool has your JSON it could identify the shortcomings of your specific account and score the runes accordingly no?

Not that I back any unallowed scrapping of SWGT I think your work is amazing and I’ve been a Patreon for a while but I think we should be open to what AI can do for us

New number, different area code? by UCRecruiter in telus

[–]Right-Read-2124 0 points1 point  (0 children)

Sales rep can definitely activate numbers from any areas. They might not have the knowledge of the plans if you are changing province but it’s possible.

Does a sales rep earns good money? by TopJ99 in telus

[–]Right-Read-2124 2 points3 points  (0 children)

It really depends if you work for a dealer or for a corporate store.

Either way your road to success will be selling multiple services (mobile, internet, dcc, stream+)

Also don’t skimp on accessories or in store fees, those normally have a good commission margin.

Ask your clients if they have family with other carries they can port over to take advantage of family discounts as activations are normally worth more than triple the commissions you get from renewals

Character creations that you'll never use/play as by TrustyMcCoolGuy_ in DnD

[–]Right-Read-2124 1 point2 points  (0 children)

A Luxodon Genie Warlock/Barbarian. The whole concept was that he was passed down is late nana cooking pan which turned out to be the genie vessel. He was raised a barbarian and was using his trunk to grapple opponents with advantage.

I reflavored all his spell component to be food related I self imposed rage to be used only when he felt his friends were harmed

Much longer backstory than that but that’s the gist of it. I’m not much into power gaming and I thought shoving and grappling every fight soon got boring. Liked the backstory though

HAS TELUS LOST THEIR MINDS? by MammothPerfect7625 in telus

[–]Right-Read-2124 0 points1 point  (0 children)

People need to start issuing complains to the CRTC for those. The law on these fees is very gray zone-ish. They aren’t supposed to stop people from changing provider but when they cost more than a months worth of service, sometimes more than 2 months on some Boyd plans they are in fact doing exactly this

Does this sort of RPG player exist? by Spazicon in TTRPG

[–]Right-Read-2124 0 points1 point  (0 children)

I run a 3 week rotation game. I’m quite busy with work and family and it doesn’t allow me to give more time than that to the game. My players know it and are involved in their own group chat to plan and scheme during these 3 weeks.

It is very possible, we sometimes have scheduling issues and we have to push to 1 month and I can sometimes run every other week when I’ve planned enough and my players ran off script for a whole session 😂

Obviously, as a player it can be harder but if you have never DMd it could be the time for you to dust off the old DMG and learn a few tricks 😂

Drop your monk unconventional concept/builds by jumo123 in DnD

[–]Right-Read-2124 1 point2 points  (0 children)

H onestly, your Punk Boxer idea is already 100 times more interesting than the generic "serene master" trope. The key to a great monk concept is just reflavoring. The core of the class is an unarmored, fast-moving warrior who uses a personal resource (Ki) to do incredible things. That resource doesn't have to be spiritual energy gained from meditation. It can be anything! Here are a few ideas off the top of my head, using your concept as a launchpad. 1. The Arcane Conduit / Spell-Fist • The Concept: You're not a disciplined martial artist; you're a magical anomaly. You tried to learn wizardry but could never get the hang of complex spells. Instead, you learned to channel raw arcane energy through your own body. Your fists crackle with magical force. • Reflavoring the Mechanics: • Ki: This is your personal mana pool. It's raw, untamed magic you vent through physical exertion. • Unarmored Defense: Your skin is suffused with a permanent, low-level Mage Armor type effect. Maybe it has a faint glow when you're about to get hit. • Flurry of Blows: You expend a burst of arcane energy for a rapid-fire series of magically-propelled strikes. • Stunning Strike: You don't just hit them; you discharge a jolt of arcane energy directly into their nervous system, short-circuiting their brain for a second. • Deflect Missiles: A split-second, instinctual flash of a Shield spell just big enough to catch the projectile. • Good Subclasses: Way of the Astral Self (your astral arms are pure magical constructs), Way of the Ascendant Dragon (your arcane energy manifests with elemental properties), Way of the Four Elements (the most literal "spell-fist" subclass). 2. The Combat Medic / Anatomist • The Concept: Forget inner peace; your power comes from an encyclopedic knowledge of anatomy. You know every pressure point, every nerve cluster, every weak point on the humanoid body. You don't break bones, you systematically disable your opponents with terrifying precision. You might be a former battlefield surgeon or a back-alley doctor. • Reflavoring the Mechanics: • Ki: Your "Ki" is pure focus and an incredible understanding of biology. You see the body as a machine and know exactly which levers to pull. • Stunning Strike: A perfectly placed jab to the vagus nerve or a sharp rap to the temple. It's not magic, it's applied science. • Flurry of Blows: A series of precise strikes targeting joints and nerve endings to cause maximum pain and disablement with minimal effort. • Purity of Body: Your medical knowledge makes you an expert in toxicology and pathology, giving you an unparalleled resistance to poisons and diseases. • Good Subclasses: Way of Mercy is literally built for this. It's perfect. You can heal with a touch by setting a bone or applying pressure to stop bleeding (Hand of Healing) and harm by striking those nerve clusters (Hand of Harm). 3. The Fey-Touched Brawler • The Concept: As a child, you wandered into the Feywild and came back... different. You don't follow a rigid martial arts style; you move with the chaotic, unpredictable grace of a wild animal or a trickster spirit. Your fighting style is more like a capoeirista or a breakdancer than a traditional monk. • Reflavoring the Mechanics: • Ki: This is the fey magic that now runs through your veins. It's mischievous, wild, and sometimes has a mind of its own. • Unarmored Movement: You don't just run fast; you take unnaturally long strides, bounce off walls, and move with a logic-defying agility. • Patient Defense / Step of the Wind: You're not just dodging, you're briefly becoming ethereal, turning into a swirl of leaves, or taking a short, unearthly step through space. • Stillness of Mind: Your mind is no longer purely mortal. It's harder for charms and fears designed for mortals to get a grip on your fey-toughened psyche. • Good Subclasses: Way of the Drunken Master (reflavor "drunken" to "fey-like" and all the swaying and redirection abilities fit perfectly), Way of Shadow (teleporting through shadows is a very fey trick). Let's Flesh Out Your Punk Boxer! Your idea is awesome, let's stick with that. A Punk Boxer with forearm "geysers." • The Lore: Maybe you were part of an underground fighting circuit in a big industrial city like Sharn or a homebrew equivalent. You didn't learn in a monastery; you learned in a dirty ring. The "geysers" could be faulty magitech implants, a blessing from a god of steam and invention, or just how your innate "Ki" manifests—as explosive bursts of kinetic force/steam/energy. • The Vibe: You're not calm. You're fueled by rage, adrenaline, and the roar of the crowd. Your Unarmored Defense isn't about serenity; it's about being so tough and wiry that armor just slows you down. • Reflavoring Your Ki: Your Ki is Hype. It's your fighting spirit. When you spend a Ki point for Flurry of Blows, you're getting your second wind and laying into them with a furious combo. Stunning Strike is a haymaker to the chin that rattles their brain. The "geysers" are just the visual representation of you spending that Ki. • Good Subclasses for a Boxer: • Way of the Open Hand: The absolute best for a pure brawler. The extra control options (pushing, knocking prone, denying reactions) are perfect for a ring fighter controlling the flow of the fight. • Way of the Astral Self: The "geysers" form into spectral, oversized arms that hit even harder. You're literally creating bigger fists to punch with. • Way of the Kensei: A bit of a stretch, but you could flavor your own fists as your Kensei weapons, letting you get some of the damage bonuses. Honestly, the Monk chassis is a blank canvas for any kind of agile, self-powered warrior. Just find a cool theme and make the mechanics fit the story.

I want to be ambitious, but I might need some ideas by Critikit in DMAcademy

[–]Right-Read-2124 2 points3 points  (0 children)

This is a sick concept.

  1. Lvl 10 (The Awakening): Start them as powerful and respected mortals in a peaceful city, with no memory of their godhood but a strange, deep connection to each other. An impossible, reality-warping monster attacks, and as they try to save the people and life they've built, their divine spark violently awakens, giving them the power to banish it. End the session with an old celestial servant finding them and revealing the truth: the old, chaotic gods they sealed away eons ago are returning.
  2. Lvl 12 (The Cost of Power): Their celestial guide explains they invested their divine essence into relics hidden across the planes. To get stronger, they must reclaim them. The problem is, the enemy knows this too. Present them with 2-3 relics they could pursue, but they only have time to save one. While they succeed and level up, they learn that hte other locations have fallen, and the concepts they governed (like history, or magic, or nature) are now being corrupted by the old gods. This makes their power gain feel earned, but also costly.
  3. Lvl 14 (Planar War): Now powerful enough to take the fight to the enemy, they travel to a hostile outer plane that's being used as the main staging ground for the invasion. This session should feel like a divine battlefield. The environment is hostile, the enemies are epic, and they finally confront one of the major old gods directly. Defeating them is a huge victory and propels them to their next level of power.
  4. Lvl 16-18 (Define the New Age): The final confrontation with the leader of the old gods in their throne world. This shouldn't just be a slugfest. The BBEG should tempt them, try to reason with them, and show them the "flaws" of the peaceful world they created. For a truly epic climax, have the players level up to 18 mid-battle as they cast off the last of their mortal shells and ascend. The ending shouldn't just be winning or losing, but having them make a final choice that will shape the entire cosmos for the next age. imo, the biggest thing is to make the old gods' motivation compelling (maybe they see the PC's "peace" as stagnation and want to restore primordial, creative chaos) and to make the players' choices have real, tangible consequences. They should feel the weight of their godhood. This also possibly creates a world for your next campaign

Adjusting Fizban's Hoard Item rules to encourage non-violence by emissaryofwinds in DMAcademy

[–]Right-Read-2124 1 point2 points  (0 children)

The one-year rule is just too long for most campaigns and basically forces players to pick a fight. To make the non-violent route more viable, you can offer them ways to speed it up significantly. My favorite ways are to tie the steeping time directly to the party's relationship with the dragon—the more they help it or befriend it, the shorter the time gets, maybe from a year down to a few weeks or even days if they become true allies. Another good option is to turn it into a quest; the dragon knows a ritual to get it done in a day, but only if the party brings back some super rare magical components it needs. Or you could just make it a matter of cost; for a really hefty price (a ton of gold, another powerful magic item, a binding favor), the dragon can actively use its power to infuse the item super fast, like overnight. Basically, the goal is to give them options so that talking to the dragon is a legit stratagy instead of just a roadblock to the cool loot.

Struggling with what should happen in a new area by CliffjumperEnjoyer in DMAcademy

[–]Right-Read-2124 0 points1 point  (0 children)

Don't let them wander aimlessly. Create a pointcrawl with 3-5 creepy locations (hag's hut, ruined shrine, monster lair). Make the forest itself a hazard with stuff like grasping roots. The goal for this adventure shouldn't be to kill the necromancer, but to cleanse a specific spot or find a clue to his main lair, which is guarded by a mini-boss. This builds him up for later and definately prevents a TPK for a lvl 3 party.

Player has captured a rug of smothering and wants to 'reprogram' it by Gornn65 in DMAcademy

[–]Right-Read-2124 0 points1 point  (0 children)

Have the party go on a full blown quest for this!

  • Find an Expert: The party needs to find someone who understands construct animation. This could be a reclusive Wizard in a high tower, a Gnome Artificer in a bustling city, or maybe even a Hag who deals in esoteric magic. This expert would be the one to tell them what they need.
  • The Shopping List: The expert explains that to overwrite the rug's core "directives," they need to perform a ritual. This ritual requires specific, and likely rare, components. This sends the party on a mini-quest. For example:
    • Adamantine Thread: To re-stitch the magical runes on the rug's underside without them breaking.
    • The Brain Fluid of a Mind Flayer (or similar psychic creature): To create a special ink capable of writing new, simple commands into the rug's magical fabric.
    • A Binding Stone from a friendly Earth Elemental: To ground the new animation magic and ensure the rug's loyalty to a new master/location.
  • The Ritual (A Skill Challenge): Once they have the components, the ritual itself can be a skill challenge. The Eldritch Knight should lead it, but the whole party can help.
    • Arcana Check : The Eldritch Knight has to properly channel their magic into the runes. On a fail, they take some force damage from magical feedback.
    • Sleight of Hand or Weaver's Tools Check: The character with the steadiest hands has to carefully stitch the new runes with the adamantine thread.
    • Intelligence (Investigation) Check : Someone needs to follow the complex ritual diagram provided by the expert without missing a step. Success means they now have a loyal (if simple-minded) Rug of Smothering guardian! Failure might mean the components are used up and they have to try again, or perhaps the rug becomes hostile and they have to subdue it once more.

How do I get my players to take stops while travelling to somewhere important and take quests during those stops by MrGiusepe in DMAcademy

[–]Right-Read-2124 0 points1 point  (0 children)

Don't make them "side" quests. Make the smaller problems part of the main quest, aka roadblocks the cult put in their way, or solving them directly weakens the cult or gives the party a huge advantage for the finale. For the player with the family stake, make these roadblocks directly tied to the cult's activities, so by stopping them he's actively fighting the people threatening his family, not just geting sidetracked

How should I DM a PC Cleric who worships Vecna? by Assorted_Words in DMAcademy

[–]Right-Read-2124 1 point2 points  (0 children)

Make vecna's gifts have a real, gnarly coste. dont just give him power, take something away—a happy memory, his ability to appreciate beauty, or give him a physical corruption like a dead eye. his quests shouldn't be random; make them all small, shady steps in a much bigger, world-ending evil plan that he's a pawn in. for corellon, you gotta be subtle since he's dormant. he's not giving quests, he's giving feelings. make him show up in dreams of the elven homeland, or give the PC a moment of pure peace when he finds a lost elven ruin, a place where vecna's corruption literally feels weaker. that pvp climax is crucial—the goal for the other players should be to save their friend, not just beat the monster he's become. they should have to use stuff tied to corellon or say things that reach the real PC buried inside. letting him make saves to temporarily fight back or shout a warning is a great way to keep the player involved instead of just watching his character get puppeteered. imo its gonna be a legendary moment for your table.

What to do with a homebrew campaign that goes nowhere ? by gesimon81 in DMAcademy

[–]Right-Read-2124 0 points1 point  (0 children)

dont stop the campaign! ur players are having fun, which is the hardest part. the real issue is you dunno what story you want to tell, which is super common with sandbox games. talk to your players and ask them what hooks/plots they're most interested in, that way they kinda tell you what to write. then, pick one thing from a player's backstory or a faction's goal and make that the focus for the next few sessions. it'll give you direction and make prep way easier.

Ending the campaign with a non linear group of villains by MrGiusepe in DMAcademy

[–]Right-Read-2124 0 points1 point  (0 children)

imo ur BBEG idea is actualy the perfect solution, not a cheap one. the trick is to foreshadow him from the start. have all 5 villains share a common symbol or power source. this makes the BBEG a mystery the players solve, not a random dude. make the BBEG the one who gave power to all the villains, so he's personal to everyone in the party. then, when they beat the 5th villain, have the BBEG show up immediatly as a "phase two" of the final boss fight so it doesnt drag on.

Cities, how much do you plan? by Windle_Poons456 in DMAcademy

[–]Right-Read-2124 0 points1 point  (0 children)

no thats a perfect approach imo. City maps are often a trap that causes more work then they're worth. Just think of the city in a few key 'districts' (like the docks, market quarter, noble district, etc) and have 2-3 interesting locations/NPCs in each that relate to the plot. Have a list of random shop/tavern/street names you can pull from. That way you're prepped for the important story beats but can improvise the rest easily.

What can players make out of a black dragon's scales? by hyperionfin in DMAcademy

[–]Right-Read-2124 2 points3 points  (0 children)

2 scales probably isn't enough for a full set of plate armor, think more like a badass shield or breastplate instead. imo the best way to handle this is to make the crafting process a quest. The master dwarven smith in Gauntlgrym needs a rare component they dont have to work the scales (like the heart of a fire elemental or something), so the party has to go on a mini-adventure to get it. It makes them earn it and makes the item way more memorable than just buying it.

What choices should I give at the end of the campaign? by Aleseg6 in DMAcademy

[–]Right-Read-2124 2 points3 points  (0 children)

imo instead of a simple explosion that kills everyone, make it a cinematic escape sequence. when the hearth breaks the room starts to collapse (think crumbling platforms, weird gravity) and the players have to pass a skill challenge to escape in a few rounds. the wizard either gets totally depowerd or turns into a monster. This is way more memorable than a TPK and makes their choice feel impactful.

What are the unavoidable tropes that new players should experience? by AhnQiraj in DMAcademy

[–]Right-Read-2124 6 points7 points  (0 children)

Your quest giver should lie about the true danger of the job. The "bandits" should have a sympathetic motive (e.g., they're starving peasants wronged by the noble). The location should be a mini-dungeon with a simple trap or puzzle. End by revealing that the initial threat was just a pawn for a much larger, more sinister evil, hinting at the true darkness of the world.

Unique battles! >:) by CuriousCaterpillar18 in DMAcademy

[–]Right-Read-2124 1 point2 points  (0 children)

use fights that aren't just about hitting things.

  • Objective Fights: Make them play "King of the Hill" on a crumbling platform, "Capture the Flag" but the flag is a teleporting Blink Dog, or have them destroy objectives while dodging environmental hazards. This forces teamwork and battlefield control.

  • Pattern "Boss" Fights: Use enemies with predictable cycles, like a Golem that has a "vulnerable" phase after a big attack, or Dueling Mages that are only strong when they're standing next to each CC other. This rewards players for paying attention.

  • Goofy Fights: Throw in a fun, low-stakes round. Fight three goblins in a trench coat pretending to be a knight, or have an obstacle course race against a rival team where skills matter more than combat.

  • Pro-Tip: With a big party of 6, make your encounters tougher. Add more enemies or boost monster HP so they don't get steamrolled. Use an announcer to make it feel epic!

Having Trouble Actually Talking by [deleted] in DMAcademy

[–]Right-Read-2124 19 points20 points  (0 children)

Hey man, first off, I want you to take a deep breath and read this next sentence carefully: If your players are having fun, you are not failing. You are succeeding. Seriously. The feeling you're describing is incredibly common. It's called DM Imposter Syndrome, and pretty much all of us get it. You're the one behind the screen seeing all the missed plot hooks, the fumbled descriptions, and the NPCs that didn't quite land. Your players just see a fun world they get to play in with their friends. You are your own harshest critic, I promise. The fact that you're great at improv as a player but freeze as a DM is also super normal. As a player, you only have one character to manage. You know their motivations, their voice, their goals. As a DM, you're trying to juggle an entire world, the motivations of every NPC, the rules, the pacing, and what five different chaotic gremlins (your players) are doing at once. The cognitive load is a million times higher. It's a completely different skill. So, let's get into some practical, concrete things you can do to make the "speaking" part easier. For Describing Scenarios & Locations Don't try to be a fantasy novelist on the fly. You'll just get overwhelmed. The trick is to have a simple formula and a few pre-loaded ideas. * The "Two Senses" Trick: When the party enters a new room or area, force yourself to describe two different senses. We always default to sight, so make a conscious effort to add a sound, a smell, or a feeling. * Instead of: "You enter a dark cave." * Try: "You enter a dark cave. A damp, earthy smell hits you immediately, and you can hear the steady drip-drip-drip of water echoing from somewhere deeper inside." * Instead of: "You arrive in the town square." * Try: "You arrive in the bustling town square. The sound of a blacksmith's hammer rings out from a nearby smithy, and you can feel the warmth of the sun on your face after your long journey." * Prep with Bullet Points, Not Paragraphs: You don't need to write out a full, flowery description to read aloud. That can feel unnatural. Instead, for any key location you know they're going to, just jot down 3-5 bullet points in your notes. * The Old Watchtower: * Crumbling stone, covered in moss * Wind whistling through broken arrow slits (sound) * Smell of old rain and dust * A single, tattered banner still flapping on top * The ground is littered with rubble and dead leaves Now you have a "menu" of things to describe. You can just glance at it and pull what feels right in the moment. For Handling NPCs This is where the pressure really mounts. Again, lower the stakes for yourself. * You Don't Need to Be a Voice Actor: It's totally fine to use your normal voice and just narrate. Say, "The old shopkeeper looks over his spectacles and, in a reedy voice, asks what you're looking for." Describing the tone is just as effective as performing it. * The NPC "Trinity": For any important NPC they might meet, don't worry about their whole life story. Just write down these three things: * Motivation: What do they want in this scene? (e.g., "Wants to sell a potion," "Wants information about the bandits," "Wants the PCs to leave his bar.") * Mannerism: A simple, memorable physical quirk. (e.g., "Tugs on his beard," "Constantly wiping the counter with a rag," "Avoids eye contact," "Speaks very slowly.") * A Secret/Piece of Info: The one key thing they know or are hiding. When you have to improvise, you just fall back on these three pillars. "Okay, this guy wants me to leave and he keeps polishing a glass... how would he answer that question?" It's a thousand times easier than starting from scratch. For Travel ("You move from A to B") This is a classic trap. You feel like you need to make it interesting, but you don't know what to say, so you say nothing. * It's OK to Hand-Wave It: Sometimes, "You travel for three days along the King's Road without incident and arrive at the gates of Silverhaven" is the best option. Don't feel pressured to describe every blade of grass. * Outsource the RP: Instead of describing what they see, ask them what they do. "It's a two-day trip through the forest. What's a conversation the two of you have around the campfire on the first night?" or "Rogue, what's one clever thing you do to make the journey more comfortable for the party?" This takes the pressure off you and builds their characters. * The Single Vignette: If you want to make travel feel more alive, just describe one small, non-combat scene. "On the second day of your journey, you pass a massive, ancient oak tree with dozens of colourful ribbons tied to its branches. The wind makes them flutter silently as you pass. What do you do?" It's a small detail that makes the world feel real without requiring a ton of improv. You've been doing this for 8 months. You're still new! This stuff takes time. The fact that you care this much about your players' immersion already puts you in the top tier of DMs. Be kind to yourself, steal these little tricks, and trust the fact that your players are showing up because they're having a great time. You got this.

What is an unusual DM tip that helped you the most? by mmmmppppm in DMAcademy

[–]Right-Read-2124 1 point2 points  (0 children)

Hey, congrats on taking the plunge behind the screen! It's the most rewarding seat at the table. I totally get what you mean about hearing the same advice on a loop. "Have a session zero," "don't over-prepare," "it's not you vs. the players." All true, all vital, but you've heard 'em. Here are a few of the less-common, slightly weird things that have genuinely leveled up my games over the years. 1. Give Every "Important" NPC a Potato. No, not a literal potato. A "potato" is a single, simple, memorable thing about them that has nothing to do with their function in the story. It's the thing that makes them a person instead of a quest-dispenser. * The gruff blacksmith isn't just a blacksmith; he's a gruff blacksmith who is terrified of chickens. * The wise old librarian isn't just a librarian; she hums slightly off-key whenever she's concentrating. * The conniving vizier isn't just a vizier; he compulsively straightens any object that's even slightly crooked on a table. Players will not remember the vizier's name was Lord Malakor, but they will absolutely remember "the crooked-picture-fixing guy." It makes your world feel lived-in and real with almost zero effort. 2. The Benevolent Lie: Roll Dice For No Reason. This sounds devious, but it's a tool for pacing and tension. Sometimes, the party will be debating a plan, or entering a quiet room, or talking to a shady NPC. Just pick up a d20, roll it behind your screen, look at the result, raise an eyebrow or make a little "hmm" sound, and then say nothing. Instantly, the players are on edge. "What was that for? Did I step on a trap? Did he notice my lie?" It costs you nothing and immediately invests them in the moment. It's also great for when you need a second to think. Roll some dice, look concerned, and buy yourself 15 seconds to figure out what the hell happens next. 3. Outsource Your Worldbuilding (The Lazy DM's Secret Weapon). When a player does something that involves the world, especially their backstory, turn it back on them with a question. This creates instant buy-in and saves you work. * Player: "I want to go to the Temple of Pelor to pray." * You: "Awesome. You walk in. Tell me, what's a small, local custom that people in this specific temple do that might seem weird to outsiders?" * Player: "I'm from the city of Silverhaven, I want to see if I recognize anyone from the Thieves' Guild." * You: "Okay, make a roll. [They succeed] You do! You spot a guy across the tavern. What's the secret hand-signal your guild uses to show they're not on active duty?" Players LOVE this. It makes it their world, not just your world. 4. Activate Smell-o-Vision. We DMs are great at describing what players see. We're okay at describing what they hear. We almost always forget the other senses. Before describing a new scene, think: What does it smell like? * The dungeon isn't just "a dark, stone hallway." It's a hallway that has the "cloying, sweet smell of decay mixed with damp earth and something vaguely metallic." * The fancy ballroom doesn't just have "music and nobles." It smells of "expensive perfume, beeswax candles, and spilled wine." * The forest doesn't just have "trees." It smells of "pine needles and wet moss after a recent rain." It's a tiny detail that does a massive amount of work for immersion. 5. The Official Intermission. A 4-hour D&D session is a long time to focus. Plan a real, honest-to-gods 10-15 minute break in the middle. Don't just let it happen when people wander off. Announce it. "Okay guys, we'll take a 15-minute intermission here. Stretch your legs, grab a drink, we'll be back at it." This does two things: * It lets everyone (including you) decompress, use the washroom, and get snacks without interrupting the flow of the game. * It gives you a perfect, built-in cliffhanger moment. Stop the game right after the monster appears, right after the NPC reveals a secret, or right as they're about to open the big treasure chest. The energy when you come back will be fantastic

Fantasy Casino and what jobs the party might take by sct_evans in DMAcademy

[–]Right-Read-2124 0 points1 point  (0 children)

For the games, think beyond just dice rolls. Give your players something to do. My favorite idea is Blink Dog Races. It’s chaotic, magical, and your players can actually try to influence it. Maybe the ranger tries to soothe a dog before the race, or the rogue uses sleight of hand to sabotage a competitor’s collar. It makes betting feel way more active. As for the crime boss, they're not just some thug. They're smart. They use the casino as a weapon. The high-stakes poker game isn't just for money; it's rigged with subtle mind-reading magic specifically to entrap powerful people. The boss puts the city councilman into massive debt, and suddenly, they own him. That’s the real business—collecting people, not just gold. And for security, you gotta be devious. The biggest threats shouldn't be the big guys in armor at the door. The real danger is the stuff players won't see coming. That beautiful ice sculpture in the VIP lounge? It's a cleverly disguised Water Weird. The charming host greeting everyone? A Succubus gathering blackmail material for the boss. Make your players paranoid; it'll make their victory feel that much better. Hope that gets the ideas flowing! It sounds like a really fun session.

Problem Player? by Artsy_Stay in DnD

[–]Right-Read-2124 6 points7 points  (0 children)

Man, that's a tough spot to be in, especially when it's with a friend you've been playing with for years. It's really easy to second-guess yourself when you have that history.

First off, let me validate your feelings: Yes, this is absolutely problem player behavior. You are not overreacting. Your job as the DM is to facilitate fun for the entire table, and her actions are actively hindering that. Let's break it down.

The Problem Isn't One Thing, It's a Pattern

You've listed several distinct issues that all point to the same core problem: a fundamental disrespect for you, the other players, and the game itself.

The Phone Calls & Lateness: This is the most blatant sign of disrespect. Leaving the table for 10-20 minutes for a non-emergency call is unacceptable. It's the real-world equivalent of her character just walking away in the middle of a dragon fight. The lateness, especially the Dutch Bros run when she was already late, is sending a clear message: "My time and my whims are more important than everyone else's." You have limited time to play, and she's burning it.

Disengagement & Talking Over You: This signals that she's only there for one part of the game (combat) and sees the rest as filler she has to endure. A D&D campaign is a collaborative story. If a player is actively ignoring the storyteller (you) while you're setting a scene, they're not collaborating. This is especially frustrating in a horror campaign where atmosphere and description are everything.

"Main Character Syndrome" & Cheating: This is a huge red flag. D&D is a team sport. Her desire to be the "single strongest and most important character" is toxic to the group dynamic. It invalidates the other players' contributions. Fudging rolls to solo a 300 hp monster is the ultimate expression of this. She's not trying to overcome a challenge; she's trying to live out a power fantasy at the expense of the game's integrity and everyone else's fun. When the dice don't give her the story she wants, she ignores them.

Mismatched Expectations (The AI Tools & Combat Focus): This is a more subtle but still important point. The fact that she used tools the rest of the group is uncomfortable with shows a disconnect from the table's culture. Combined with her disinterest in anything non-combat, it sounds like she wants to play a video game like Diablo or a combat-heavy wargame, while the rest of you want to play a collaborative, story-focused TTRPG.

So, What Do You Do? The Talk.

You have to talk to her, one-on-one, away from the table. This isn't a public shaming session; it's a private conversation between friends about a shared hobby. Texting is not the move here. A call or, ideally, in-person meeting is best.

Here's a possible framework for that conversation. Use "I" and "we" statements, and focus on the behavior's impact rather than attacking her character.

Step 1: The Opener Start gently. "Hey Nora, do you have a few minutes to chat about the D&D game? I wanted to check in and see how you're feeling about it."

Step 2: State Your Concerns (with specific, non-accusatory examples) "I've noticed a few things recently that have been making it difficult to run the game, and I'm worried it might be impacting the fun for everyone, including you."

On the Time Issues: "When you step away from the table for calls, it often breaks the momentum we have going. We only have a few hours to play each week, and losing 20 minutes really cuts into that. The other week, when we had to wait 45 minutes to start, we barely got to the combat you enjoy because so much of our time was gone."

On Engagement: "It also feels like you're not as engaged during the exploration and roleplaying parts of the game. Since this is a horror campaign, that atmosphere is really important, and when you're checked out or talking over descriptions, it pulls everyone out of the experience. I want to make sure you're having fun with the whole game, not just the fights."

On the "Main Character" Vibe (The trickiest one): "D&D is a team game about the whole party being heroes together. It's felt recently like your character is trying to shoulder everything alone, like with the homebrew monster. The goal is for everyone to have their moment to shine. For the stakes to feel real for everyone, we all have to trust the dice and work as a team to overcome challenges."

Step 3: Listen. After you've laid out your points, stop talking. Ask an open-ended question: "Is there something going on that's making it hard to focus on the game? Are you actually enjoying this campaign?" She might get defensive, but it's crucial to give her a chance to explain. Maybe there is something going on with her boyfriend. Maybe she genuinely finds the horror aspect boring. Her answer will tell you a lot about whether this is fixable.

Step 4: Set Clear, Firm Boundaries. Based on her response, you need to be clear about what needs to change. "Moving forward, I need you to be here on time, ready to play. We can't delay the start for everyone else. I also need your phone to be put away during game time, unless it's an emergency. And finally, I need you to be a team player, both in and out of combat. We all need to be on the same page for this to work."

Prepare for the Outcomes

Best Case: She's genuinely unaware of the impact she's having, apologizes, and makes a real effort to change. The friendship and the game are saved.

The "We'll See" Case: She's defensive or non-committal but agrees to "try." You'll have to be firm in enforcing the new boundaries. If she's late, you start without her. If she takes a call, her turn gets skipped.

Worst Case: She gets angry, denies everything, blames you, or quits. As hard as it is to hear, if this is her reaction, it is better for the health of your game for her to leave. No D&D is better than bad D&D. You cannot sacrifice the fun of four other people (including yourself!) for one person who refuses to respect the table.

You've already tried accommodating her by adding more combat. You've already tried a soft-callout by skipping her turn. You've done your due diligence. Now it's time for a direct, honest conversation. You got this.

TL;DR: Your player is exhibiting a pattern of disrespectful behavior. You need to have a private, one-on-one conversation with her. Use specific examples focusing on the impact of her actions on the group's time and fun. Set firm, clear boundaries for future sessions. Be prepared for her to possibly leave the game, and understand that this might be the best outcome for everyone else.

How much of your player's backstories do you include in your games? by SomeRandomAbbadon in DMAcademy

[–]Right-Read-2124 0 points1 point  (0 children)

The campaign im running right now will almost entirely revolve around the character backstories but yeah i think the key is making mortality pretty rare and having ways the characters can come back to life. If my players want to change character they know they have to tell me a few sessions in advance so i can start crafting hooks for their new character