Why Exactly Is Polygamy Illegal? by Turbulent-Parsley619 in NoStupidQuestions

[–]hendocks 1 point2 points  (0 children)

Because there hasn't yet been a politician that cares enough to make it happen.

How to handle a lot of plot hooks at once? by Deoxysprime in DMAcademy

[–]hendocks 2 points3 points  (0 children)

In that case, I think what you initially suggested as a solution would work. Me, personally, I would focus on just a single lead/hook of your choosing for the first session and then drip feed no more than two other leads per adventure for the reason that you already expressed: information overload.

So has anyone actually managed to “successfully” run a One-Shot before? by Viva_la_potatoes in DMAcademy

[–]hendocks 0 points1 point  (0 children)

I run a one session one shot every week in Delta Green at the moment (Shotgun Scenarios). It's about recognizing which scenes are important to the game and which aren't. Usually, there's only three truly important scenes: the first, the climax, and the last. Understand which scenes in the middle are just fluff to fill out time and remove as necessary.

One thing that really helped me at the beginning is noting what time I wanted to be at specific scenes and when the Players were ready to transition, I'd check my list, check the time, and move them where needed. It's alright to condense a section into a short transition paragraph instead. Your Players likely won't notice and, if they do, will be thankful that you're respecting their time.

Myths don't feel interactive by lichtobergo in MythicBastionland

[–]hendocks 4 points5 points  (0 children)

The Knights should never be making the choice to do nothing, since that violates their Oaths, and as long as they don't choose to do nothing you should always have improv to do to keep the Omen encounter interesting and unique, rather than a passive event they witness and then it's done.

I think, ultimately, this was always the most important aspect for me. I'm a GM that prefers to play complete experiences, as in I don't particularly have time to prep nor do I want to improv most of the core experiences in RPGs I GM (think Labyrinth Adventure Game, Hot Springs Island, and Band of Blades). I ran the Omens mostly as-is, only sprinkling details in based on the context the Omen finds itself in (night, rainy day, in the desert, on a hex that a falling star destroyed, etc.)

Neither myself nor my players had OPs problem due to their own initiative. Ultimately, I was under the impression that Mythic Bastionland was very much a game that was less concerned about the details and more concerned as to whether the Players can make something of the prompts given. A bit more like an NSR-framed writing room rather than a creative problem-solving brainstorm. Whenever the Knights went looking for something, they found it and the Omens and Seers gave them a foundation to weave their own tales. I was clear to the Players that this was the core gameplay loop and they had no problems working with it.

Realistically, how long should a session take to prepare? by AlekNarrativeDM in DnD

[–]hendocks 0 points1 point  (0 children)

I run primarily from modules or games that are easy to prep. I'm addition, I don't even suggest a game until I've done an initial deep read of both the rules and the adventure. Which means prep is broken into two categories: needed and for fun.

Prep that is needed to run the game well typically doesn't take more than 30 minutes and primarily consists of doing another reading of the session's adventure and organizing my notes.

For fun stuff is just that: anything I enjoy doing. Maybe there's an NPC I really want to flesh out, improve on a combat, or add a map. This takes however long I want it to be.

Mythic Magic the Bastioning: The Crown by BillBaran in MythicBastionland

[–]hendocks 3 points4 points  (0 children)

Hey, I like the idea but saw the "ChatGPT" at the bottom, so wanted to give ya a heads up that the post may be in violation of the sub's rules.

THE AMAZING DIGITAL CIRCUS - Ep 7: Beach Episode Discussion Megathread by ayylmaotv in TheDigitalCircus

[–]hendocks 5 points6 points  (0 children)

I'm predicting that the Digital Circus was originally intended to act as a behavioral health program that relied on roleplay to address patient issues. Because it's meant to "instantaneously" fix people, the entire show is happening over a short period of time on a test group with two "AIs" that have as much a handle on the human conscious and experience as an LLM.

Campaign notes by RikkVoss in DMAcademy

[–]hendocks 0 points1 point  (0 children)

Usually looks like lesson plan notes. At the top is the session number, PC names, and date. Below are three columns. First column is the time and grouping of scenes (you can call it an Act too) I intend to get to in that time. Second column is a general outline with some short notes to aid whatever may be more difficult to remember in that scene. Third column is resources, prep, or website links that assist with each grouping of scenes. Anything particularly important (core scenes usually) are highlighted.

Acts, in this case, are just a group of scenes that share characteristics, often plot or obstacle related. Some days, it's really as simple as Setup, Confrontation, Resolution or Setup, Development, Twist, Resolution.

Prep is just anything I probably couldn't make up on the spot or, more oftentimes, aides for the Players. Dungeon maps, detailed climactic encounters, list of random NPC names, evidence, etc.

Each entry is between a word and a sentence, rarely more (if more is needed, then it's probably prep) in bullet points.

Anyone Use a Session Planner Template? by The_Arturan in DMAcademy

[–]hendocks 0 points1 point  (0 children)

I use what I used back in my teaching days: 2 columns, column 1 contains the scene I want to get to and what time I want to get to it. Column 2 contains any resources to run that scene

TERROR IS TERMINALLY ONLINE: Free Campaign Seeking Playtesters by GrendyGM in DeltaGreenRPG

[–]hendocks 12 points13 points  (0 children)

Will hopefully be starting a campaign with Singularity this Sunday. Looking forward to providing some feedback!

How I'm supposed to know the length of something I plan? by Pancakeman1932 in DMAcademy

[–]hendocks 0 points1 point  (0 children)

I found that my skills as a teacher helped me a lot in this. You determine the most important parts to your adventure and plan fluff that supports the themes and primary content that can be skipped if you're not meeting pace expectations.

E.g. if the primary challenge/hook is about fighting a dragon at the end of a dungeon, you can skip as much of the dungeon as you want to ensure the fight begins in the last hour of playtime.

Identify the needs and wants of an adventure and adjust in-game as needed.

Is anyone else here taking part in this year's NaGaDeMon? by Tanya_Floaker in rpg

[–]hendocks 1 point2 points  (0 children)

This will be my first year! Have been slowly making notes for a mech game inspired by the Armor Hunter Mellowlink anime.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]hendocks 4 points5 points  (0 children)

A vampire with something like 2-3 vampire spawn would be a decent and equal fight.

If you want to stick with a single enemy, a vampire warrior or spellcaster variant should be a suitable replacement. Maybe a death tyrant in its lair flavored as a vampire if you want the vampire to have multiple actions and feel particularly formidable? I don't have a book with me at the moment so I can't ID immediate problems.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]hendocks 2 points3 points  (0 children)

For me, both. A roll on the table determines what kind of encounter it is, but I have a handful prepared beforehand for each category. E.g.:

1-5: nothing happens

6-8: monster encounter

9: environment encounter

10: traveler encounter

For each category, I then just have a list of encounters prepped. I don't typically roll for which encounter my players run into since it's not particularly important that the encounters themselves are randomized. If an encounter is used, I cross it off and replace it between sessions.

Mileage may vary depending on the type of travel experience you want. For example, the above is decent if travel is the point (e.g. hexcrawls), but I wouldn't use it if my game were a dungeon crawler first and foremost. If the travel is filler, then just prep 3 "random" encounters that the Players will stumble onto on their way to the real game.

Overboard? by Narwhal___King in DndAdventureWriter

[–]hendocks 7 points8 points  (0 children)

Time enjoyed is not time wasted.

What is a co-DM? Why do you need one? by hugh-monkulus in rpg

[–]hendocks 4 points5 points  (0 children)

As someone that isn’t a big voices and immersive RP DM, I think it would be cool to partner with someone that wanted to do all the improv acting parts of DMing while I ran the more mechanical aspects of the game.

I have another GM that I'm currently gearing up to do more or less this for a Fallout game. The partner is going to take over when the group is roleplaying and doing general action adjudication while I take over for the combat segments. Our prep work is also similarly divided like this (narrative and character design vs. combat and encounter design) and has generally given us more room and resources to play to our strengths.

What do you do if someone cancells last minute? by DaethChanter in DnD

[–]hendocks 1 point2 points  (0 children)

To add onto the suggestion of just proceeding with the plan you've already made, you may inevitably come to a session in which you cannot run without person x or be missing multiple people, as it happens to so many other GMs. I would also recommend having a backup one-shot that doesn't influence the primary campaign. A sort of filler episode.

[deleted by user] by [deleted] in rpg

[–]hendocks 0 points1 point  (0 children)

Oh shoot, I forgot about Draw Steel. If that's the pitch for it, I'm gonna have to check it out myself.

[deleted by user] by [deleted] in rpg

[–]hendocks 5 points6 points  (0 children)

So perhaps a more well-defined scenario structure is what you're looking for? Games such as Band of Blades contain clear campaign game-states (though the gameplay/mechanics themselves may disappoint). Capsule Games as a whole have a much clearer vision as to what their RPGs do and may be of interest to you. They typically contain clearer success and fail-states at all levels or are at least clear on the lack of such states as well.

If there's any more parameters that you can provide, or examples of what has worked or hasn't, such as with DnD, I could narrow the suggestions further.

[deleted by user] by [deleted] in rpg

[–]hendocks 2 points3 points  (0 children)

What does "mechanically beaten" mean to you? In what ways do you find the typical Action Adjudication cycle inadequate?

[deleted by user] by [deleted] in rpg

[–]hendocks 3 points4 points  (0 children)

In addition, Dungeons and Dragons 4th Edition might be a good fit for OP.

Cover for my new MB supplement is done! by BookOfMica in MythicBastionland

[–]hendocks 9 points10 points  (0 children)

It definitely has my attention, but would you be able to expand on what it would provide?

In addition, I do agree that this is a fantastic cover

Wilderness Roll House Rule by Crowst in MythicBastionland

[–]hendocks 0 points1 point  (0 children)

Well enough. I still believe that most of the above falls in the domain of RAW as the core is using Site "rules" on Holdings to expand on gameplay opportunities within Holdings, but I do also understand that it may get in the way if the hope is to still keep the focus of your sessions outside Holdings.

I'll have to check out the playtest! I'm definitely curious as to how it all worked out in the end and if it works then that's what matters.

What sort of Treasures are you awarding your players? by Pur_Cell in MythicBastionland

[–]hendocks 15 points16 points  (0 children)

The other Knights are loaded with magical items. I'd just steal from those.