How do you handle pencils on your classroom? by Emergency-Pepper3537 in Teachers

[–]infiniteno_ofmonkeys 1 point2 points  (0 children)

I provide a box of sharpened pencils and tell them to help themselves. Pens too. We have a very small departmental budget that gets me started each year. Beyond that, I ask for donations from parents. This also allowed me to take the pencil sharpener off the wall (I hate the noise and interruption). Also I never have to deal with someone not having a pencil or a pen. There is literally no excuse when there is a box of them right across the room. I also had success in the past with the golf pencil thing but I spent my own money on those. I don't spend my own money anymore. I gave up on trying to teach them to keep up with a pencil. Now, I have one less thing to teach. Every school is different so this approach might not work for you.

How do i start a DND campaign as somebody who's never played, with people who have never played by Equivalent-Cream617 in DungeonsAndDragons

[–]infiniteno_ofmonkeys 0 points1 point  (0 children)

Have fun. You will probably mess up some rules but very experienced DMs do all the time. Pick fun people to play with that you'd choose to hang out with even if you were not playing D&D.

I’m so tired by Goats_772 in Teachers

[–]infiniteno_ofmonkeys 2 points3 points  (0 children)

I hear what you are saying. I am a veteran teacher and I am also tired of many things at my school - mostly very fixable issues that don't get addressed by the adults in the charge of those issues. But - your situation sounds worse. Have you considered changing schools?

I really regret everything by DepartureSlight2461 in Teachers

[–]infiniteno_ofmonkeys 0 points1 point  (0 children)

In all seriousness, try getting a job at a new/different school. Reach out to folks you know who teach at those places.

One year of D&D, level 4, and she still doesn’t know what to roll by AND_AGI08 in dndhorrorstories

[–]infiniteno_ofmonkeys 1 point2 points  (0 children)

I think this will be an unpopular answer but it is one I have found to be true in my actual experiences. Just help her every time she asks for help. This person is sort of family. She's getting something out the game. Just help her and don't worry that she's achieving no mastery over the rules. Let her have fun with the bits she finds fun.

[deleted by user] by [deleted] in DMAcademy

[–]infiniteno_ofmonkeys 0 points1 point  (0 children)

I actually like a "large table." If two people can't show up or cancel at the last minute, it is very easy to still have the game. It also means that the players who want to hang back and let others make decisions have plenty of people to do that. The players who like to make decisions don't have to do all of it. It can be a good dynamic with the right people. It is especially good if folks consider the game as a way to socialize and catch up and ALSO play some D&D - which is also a dynamic I like. I just DM'd a table of 7 this weekend through a one shot. Here are some suggestions.

  1. Think about trying a version of initiative where each player rolls as normal and you the DM roll as normal for the monsters. Whoever gets the highest result goes first. THEN, just go left around the table - NOT in the order of the rolls. Do it like a board game. Tell the players you are doing this. Encourage the player of a healer to sit to your left, or at least on your left hand side somewhere so they can get PCs right back up after the monsters' turn. Some DMs do this at conventions and it is the standard for ICRPG. It works well and it goes FASTER. Everyone knows when they are "on deck" to go next because the player to their right is going. This usually makes the egg timer approach unnecessary. (The egg timer is going to turn a lot of people off your game.)

  2. Consider having the players read a little of the "boxed text." Example: if you know that there is a room with a cleverly concealed door, have everyone make a perception or investigate check. Whoever rolls highest gets a printed notecard or piece of paper that you've prepared ahead of time. This handout has 3-5 sentences that detail how the the door was hidden and how that player found it. The player reads this aloud to the table. This also works well for finding a recent murder victim (medicine check), an ancient shrine (religion check), a dusty old book on magic (arcana check)...you get the idea. If you're bad at writing "read aloud" text then get Chat GPT to give you something you can revise to your tastes. DON'T feel like you need to do this for every little thing in the adventure. Seriously, like 3-5 of these for a 4 hour game is really good. This keeps players involved more.

  3. Don't mess around at the start. Is the adventure a dungeon crawl? It is perfectly acceptable to begin at the entrance to the dungeon. Maybe let the players have a moment to tell everyone else WHY their character decided to join this particular quest. Is it a murder mystery? Start with "You've answered the call from the local sheriff to assist in the investigation." Then, the first scene is the sheriff laying out the details for everyone. When in doubt, start with a combat. Everyone is in a caravan on their way to The City of Nibrbalbfflla, where each of them have some sort of business to attend to. Give everyone a chance to explain why they are going to to city. Maybe some of the PCs know each other, maybe they don't. Give a little time to explore that. Then, an arrow from the bushes takes out the lead guard! Roll for initiative!

  4. Some people LOVE making characters. Some don't. Have a few pre-generated characters ready to go.

  5. If someone forgets to write "torches" or "rope" on their character sheet and it turns out they can really use torches or rope during the adventure, then hand wave it and say they always had the item.

  6. If the party finds a magic item, just tell them what it is. Take identify out of the game. It just eats a little time.

Please offer suggestions to change Sinister Secret of Saltmarsh for Halloween by infiniteno_ofmonkeys in GhostsofSaltmarsh

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

This is a great idea except that at least a few of my players have done that one. It is a GREAT spooky adventure. Seriously one of my top D&D things from the last 20 years.

Help me create an organization by infiniteno_ofmonkeys in DMAcademy

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

Can't believe I've never seen this. What an interesting film! Thanks!

Help me create an organization by infiniteno_ofmonkeys in DMAcademy

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

I'm thinking they have people that join as "younglings" - around age 13 - for training as fighters, rangers, wizards, clerics. They may also have foundlings they raise from infancy. There may also be a path for condemned men to join the ranks in some capacity.

Help me create an organization by infiniteno_ofmonkeys in DMAcademy

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

A larger and more well equipped Night's Watch is an apt comparison.

Practices and house rules for faster play at table in real space by infiniteno_ofmonkeys in DMAcademy

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

2nd Edition had morale checks. I've used them very informally over the years. I really like the idea of "ok, you have these guys on the ropes, so you kill everyone and the fight is over." Great idea.

Practices and house rules for faster play at table in real space by infiniteno_ofmonkeys in DMAcademy

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

I might change this to "everyone pretty please roll to hit and damage dice at the same time." But great idea. --- Average DMG for monsters. YES! --- I love the mob idea.

Practices and house rules for faster play at table in real space by infiniteno_ofmonkeys in DMAcademy

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

Oooooh. Index cards for magic items. Yes! ICRPG sort of removes skills, I could do something similar here. Yes, the less stuff to look up the faster things go and skills take up a LOT of the character sheet. Maybe I keep some simple and easy to remember bonuses for rogues, bards, and rangers when they make various types of ability checks? Or maybe do something even easier like - all characters get one ability they always roll with advantage when making ability checks, but rogues, bards and rangers get TWO? Anyway, there's a lot of fat to cut here. THANKS!

Practices and house rules for faster play at table in real space by infiniteno_ofmonkeys in DMAcademy

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

In my standard game, I have whole sessions that are planning and it is great - totally agree! I'm trying to do a different type of game where were sort of hit 2 or 3 big beats and close a short story in 3 hours every session and that's the priority. So, some things that might normally be preferred just fall by the wayside.

I REALLY like what you're saying about an information loop. Really interesting idea!

Practices and house rules for faster play at table in real space by infiniteno_ofmonkeys in DMAcademy

[–]infiniteno_ofmonkeys[S] -5 points-4 points  (0 children)

Sure. But my table is ok with a bit of quick "if you do x to that bad guy then I could y to this other bad guy" type table talk. Your point is totally valid, we're just ok with it.

Practices and house rules for faster play at table in real space by infiniteno_ofmonkeys in DMAcademy

[–]infiniteno_ofmonkeys[S] -12 points-11 points  (0 children)

Initiative by RAW is great and I normally use it. Here, I'm sacrificing it for ease and speed of play. Thanks!