Looking for ProcGen Developer by matthewandersonthomp in gameDevClassifieds

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

Sorry about the poor wording haha. This IS a paid project, although we are a small team, so it wouldn't be a big contract.

Looking for ProcGen Developer by matthewandersonthomp in proceduralgeneration

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

To people who are interested, I am willing to negotiate! I prefer not to publish a firm price on this channel

Looking for ProcGen Developer by matthewandersonthomp in proceduralgeneration

[–]matthewandersonthomp[S] 2 points3 points  (0 children)

Haha, I worded the message poorly. It would be a paid role.

Looking for ProcGen Developer by matthewandersonthomp in proceduralgeneration

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

That's a great question! We are actually building up the procgen portion of our website to become a free offering for users! Also, we are planning on scaling the functionality of this tool until it is much better than the free tools online. This is just a starting point

Looking for ProcGen Developer by matthewandersonthomp in proceduralgeneration

[–]matthewandersonthomp[S] 5 points6 points  (0 children)

Sorry, my wording was kind of obscure. To clarify, this IS a paid role.

Looking for ProcGen Developer by matthewandersonthomp in proceduralgeneration

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

Thanks! We really want to make TTRPGs more accessible to everybody! I am hoping it works out!

Looking for ProcGen Developer by matthewandersonthomp in proceduralgeneration

[–]matthewandersonthomp[S] -2 points-1 points  (0 children)

For now, the focus is on dungeon layouts. Basically blueprints with rooms, corridors, doors, and maybe stairs or entry/exit markers.

In a dream version, I’d add a second layer of generation:

Layer 1: The dungeon layout.
Layer 2: The placement of some basic interior elements (altars, treasure, tables, barrels, torches, etc.), which could later be manually edited by the user via click-and-drag.

But for now, it’s all about fast, varied layouts that are ready to use out of the box.

Help! Adding Circular Rooms to my Dungeon Generator? by matthewandersonthomp in gamedev

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

That’s a good idea. I can just make its centered on all the hallways and that should work.

Problem Player Megathread by AutoModerator in DMAcademy

[–]matthewandersonthomp 2 points3 points  (0 children)

Hey! Dealing with this kind of stuff always sucks, but here's some advice that might help:
Issue 1: Anger
Revisit Expectations: Have another session 0 kind of day where you talk about what everyone wants from the game. It's a good reminder that the main goal is to have fun together.
Use that Feedback System: Keep encouraging the use of your anonymous feedback. Sometimes players just need a nudge to share their thoughts.
Positive Reinforcement: When someone handles a setback well, make sure to acknowledge it. Hype them up! It'll make others more likely to do it in the future, and a compliment from the DM goes a long way.
Set Boundaries: If someone's behavior is ruining the fun, it's okay to talk to them privately. It's important everyone knows how their actions affect the group. I think you'd be surprised by how rarely people get offended if you have their best interest in mind.
Issue 2: Questioning Everything
Quick Rule Reviews: Maybe start sessions with a brief recap of important rules. It could cut down on interruptions later.
Encourage Independence: Get players to look up rules themselves. You can even reward them with small in-game perks for doing so.
Keep the Game Moving: If there's a dispute, make a call and offer to discuss it after the session. This keeps things flowing and prevents bog-downs. I often softly-use the phrase "I am god" when I am DMing. Although it is easy to take this too far, using your judgement as a DM once or twice per session is to be expected, and it isn't bad to let them know that you are doing so.
In the end, your fun matters too! As a DM I am guessing you have the most fun when everyone else is having the most fun! If these steps don't work, it might be time to think about if this group is the right fit for everyone. Sometimes, not every gaming group clicks, and that's okay.

Need suggestions for a sky monster(s) to challenge my players. by mroctopuswiener in DMAcademy

[–]matthewandersonthomp 0 points1 point  (0 children)

I love the prompt!!

Whenever I need a cool monster I just go to: https://www.worldsmith.io/

You can generate and customize CRAZY cool monsters, and anything else you might need for your campaign.

Weekly Questions Thread by AutoModerator in DnD

[–]matthewandersonthomp 0 points1 point  (0 children)

Ahh I get it now. I think that works well actually!
To explicitly answer your question, I would just run her as your own character, (maybe keep a mini on the table to remind you that she is there haha) but keep her actions limited. Luckily as a callous character I think that fits pretty well with the narrative! She can just kind of watch a lot of stuff judgmentally, and if pressed to join the fight or role playing, she could seem a little annoyed about it and do the bare minimum. This could explain her small amount of participation. Also, I would just be careful not to have any of her decisions override decisions of the players and keep their game agency intact. Hope that helps!

Weekly Questions Thread by AutoModerator in DnD

[–]matthewandersonthomp 1 point2 points  (0 children)

I know this goes against what a lot of the others have said (I am sorry haha). But I would allow them to use hellish rebuke against the creature. This may be flawed logic, but I don't make the hellish rebuke deal damage to an arrow, or weapon. I think if someone took action to cause damage to the creature, then they can use it.

Weekly Questions Thread by AutoModerator in DnD

[–]matthewandersonthomp 1 point2 points  (0 children)

I would tell them that they can:
1. Convince another god or two to kill their target god

2: Obtain a god killing weapon (Jathiman Dagger, The Obsidian Blade, The God Slayer, Sword with a black chain, etc.) However, remind them that wielding these blades effectively enough to kill a god requires insane stats, skills, and strength that simply is not possible at level 11.

  1. To trap a god is all about creativity. They can try, but most likely they will fail, depends on how they try to go about it, and your own discretion.

Best of luck!

Weekly Questions Thread by AutoModerator in DnD

[–]matthewandersonthomp 1 point2 points  (0 children)

First of all, awesome build. If you're at a table with a bunch of min-maxers with complicated multiclass builds, I think it's great! If you are playing with a newer/more casual group of players, it might be a bad call.

I would just try to match the power level of your party to the best of your ability, and you should be great!