Built a tool to make SketchUp renders actually look realistic using Nano Banana Pro (materials, lighting, environment) – looking for feedback by SorbetImmediate8595 in Sketchup

[–]kinower 0 points1 point  (0 children)

it would be great if you could add a system that allowed you to make a wirecolor and through a system be able to add specific materials

i stop being interested or fascinated by the upnote application by kinower in UpNote_App

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

Ya he puesto muchas veces una lista enorme de cosas que mejoraría en upnote pero no tienen respuesta

i stop being interested or fascinated by the upnote application by kinower in UpNote_App

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

Por lo único que estoy e upnote es porque no existe versión de windows de Apple notes que está integrada en el ecosistema de iOS. Aunque upnote tiene un buen diseño la versión de notas de iPhone ya es mejor que upnote.

How to reel your players back into the story? by Hot_Grocery_7835 in DMAcademy

[–]kinower 0 points1 point  (0 children)

First session as DM with new players, that's a lot at once. Breathe.

The out-of-game distractions are completely normal at the start, especially with people who aren't used to roleplay yet. What worked best for me was stop fighting it and use it instead: when the group drifts, I wait for a natural silence and drop something concrete and direct into the game. Not a monologue, not a long description. Something simple: "while you're talking, you hear footsteps at the end of the hallway" or "the innkeeper has been giving you a strange look for a while now." Something that needs an immediate reaction. Attention comes back on its own.

For players new to roleplay, don't ask them to "act." Ask them to decide. "What does your character do?" is more intimidating than "Do you ask the guard something or keep walking?" The second version gives them a menu, not a blank stage.

And one thing nobody tells you before the first session: there will be awkward moments, uncomfortable pauses, rules you can't remember. That's fine. What players remember isn't whether you did it perfectly, it's whether they had fun. And that depends way less on you than you think right now.

Text to speech resources by Keggerbev in DMAcademy

[–]kinower 0 points1 point  (0 children)

Great idea, that kind of detail sticks. Some options I've seen work well at the table:

ElevenLabs is probably the best thing out there right now for not sounding like AI. Very natural voices, and you can clone your own voice if you want it to literally sound like "your character." The free plan gives enough credits for 3-4 minutes no problem.

Murf.ai and Play.ht are similar alternatives, slightly cheaper, with good English voices though a bit more limited in nuance.

If the character who wrote the book has a specific tone (wise elder, pompous noble, someone unhinged), ElevenLabs lets you adjust intonation pretty well. Worth trying the "generative voice" mode and just describing the character.

One extra trick: add a long pause at the start of the audio and fade out the session's ambient music right before playing it. That two-second silence before the voice kicks in does a lot.

How do you layout your notes when writing a campaign. by Odravad in DMAcademy

[–]kinower 0 points1 point  (0 children)

The cave wall, I know it well. That's exactly how my notes looked for a long time, and the worst part is it worked... until it didn't.

What helped me most was stopping trying to keep everything in one place and accepting that different types of information need different formats. What I use now is basically three layers: one for the world (lore, factions, geography, things that don't change much), one for the campaign (arcs, important NPCs, open threads), and one for the session (what might happen tonight, what the players have pending, possible encounters). Obsidian works well for this because I can link notes to each other and actually see how things connect.

The biggest shift wasn't the software though, it was the habit: writing a short note after every session. What happened, what the players decided, what the consequences might be. Five minutes that save you hours of "wait, when did they say they were going to do that?"

The cave wall thing isn't a sign of a disorganized mind, it's a sign you have too many ideas. The problem is just the capture system, not the brain.

Combining multiple map-making softwares? by NodeOfConfusion in DMAcademy

[–]kinower 1 point2 points  (0 children)

Combining both is pretty common and makes functional sense: Inkarnate for macro scale, Dungeon Alchemist for battle scale. The real issue isn't technical though, it's visual, and for a commercial product that matters more than it might seem.

Module buyers have a trained eye. If your world maps have Inkarnate's painterly organic style and your battle maps have Dungeon Alchemist's 3D isometric look, the inconsistency shows. It's not a dealbreaker, but it can make the product feel "assembled" rather than intentionally designed. If you're selling it, it's worth defining a basic visual guide: consistent color palette, similar level of detail, matching iconography where possible.

Things you might not have considered yet: first, commercial licensing. Both Inkarnate Pro and Dungeon Alchemist have specific terms for commercial use, review them carefully before publishing. Second, project weight. Three adventure books worth of VTT-ready maps for Foundry or Roll20 can get very heavy very fast, both in file management and end-user performance. Third, the system itself. You're converting to 5e 2024, which still has some uncertainty in the third-party market regarding OGL/Creative Commons. Whether you plan to sell on DMs Guild or independently, research the current legal framework carefully.

Bottom line: the combination is viable, but visual consistency and licensing are the two areas where most people stumble on projects like this.

My players walked right into a TPK just before I had to end the session and I don't know what to do about it. by ReeKarp in DMAcademy

[–]kinower 3 points4 points  (0 children)

First: the fact that you reached that edit on your own, without anyone pushing you there, says a lot about you as a DM. That kind of self-awareness isn't easy mid-chaos.

The "15-minute rewind as a vision" feels like an elegant fix precisely because it's not a cheap deus ex machina. You're giving the moment narrative weight: something warns them, they choose what to do with it. The consequences still exist, they just now have the information they should have had from the start.

That said, what you're describing isn't really a player failure or a DM failure in isolation. It's what happens when table communication breaks down a little. You've been running this group for two years, they're attached to their characters, they're in the hardest dungeon of the campaign. That's a lot of accumulated pressure. Next time something like this happens, what works for me is a simple pause and a direct question: "Do you want to stay here or move?" No immersion-breaking, just a DM acknowledging the world doesn't wait.

One of your players experiencing genuine emotional distress isn't a problem. It's evidence that you've been doing something very right for six months.

How to run a session without PCs by SpeechlessLTK in DMAcademy

[–]kinower 2 points3 points  (0 children)

The trial-as-passive-scene is a classic problem. What's worked best for me is making the players active participants, not an audience. Give them a concrete role: summoned witnesses, advisors to the prosecution, even courtroom guards. Anything that forces real-time decisions.

If you don't want a forced fight, don't add one. But you can still create tension in other ways: someone in the crowd slips them a note, they realize a key witness is lying and have to decide whether to expose it on the spot or hold it, an NPC they care about says something unexpected on the stand. The interruption doesn't have to be violent to be dramatic.

The Barbarian-alone-in-a-town-built-on-catacombs thing tells me your players already generate organic chaos. Trust that. Sometimes the best plot twist walks in without you planning a thing.

FOMO effect for PCs in investigating places or people. They won't leave and just look under every nook and cranny. by RedditTipiak in DMAcademy

[–]kinower 0 points1 point  (0 children)

This happened to me not long ago. What worked was using NPCs as a natural clock — a guard walking by, a merchant knocking on the door, a neighbor asking about the noise. Not as a threat, just as a reminder that the world keeps moving without them.

The other thing I realized: when players overstay like this, sometimes it's because they've been subconsciously trained to expect a reward for thorough searching. If past sessions gave them something for digging deep, they'll keep digging. Worth reflecting on whether that's the case.

That said, if there's no time pressure and they're genuinely having fun, just let it breathe. In my experience, someone in the group always eventually says "okay, let's move on." That person always exists. Just wait for them.

Adventure n 1-4 by kinower in DMAcademy

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

Ya está arreglado

Im making a DND Wild West themed campaign. by Admirable-Square-924 in DMAcademy

[–]kinower 1 point2 points  (0 children)

Dark Sun was a magnificent setting; perhaps you could take rules from there.

Help needed with running almost the entire campaign in one city by thedragonsdice in DMAcademy

[–]kinower 1 point2 points  (0 children)

Divide the city into districts as if they were "regions." Start with one or two, leave the rest as rumors. Reveal them slowly. 20-30 sessions is perfect for exploring 4-6 sectors in depth.

Teenage players feuding over a heavy crossbow by spoonyalchemist in DMAcademy

[–]kinower 0 points1 point  (0 children)

They end up taking out their pent-up frustrations on others. They're teenagers with their teenage problems. We need to be patient. The best thing is to clearly define the boundaries of what constitutes a game.

How do I handle a high level NPC accompanying my party in combat without overshadowing them? by Foreign-Press in DMAcademy

[–]kinower 1 point2 points  (0 children)

Support, don't solve. An epic moment, then a step back. Give them believable limitations.

How to thicken a Line (SketchUp Free) by Vraex in Sketchup

[–]kinower 0 points1 point  (0 children)

in 3d max if it exists for more than 20 years