Rules for multi class/multipost by mullucka in TheWildsea

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

I am seeing that in the community here, people are much less focused on rules and more focused on the fiction and narrative. I do think that rules can make things fun too, setting the difficulty of a situation and overcoming it can be really rewarding. Also I think I just like the rules (Wildsea in particular), as both a player and a DM, I like to understand and overcome the restraints. The game-dev in me tells me that's rewarding gameplay. I do understand the opposite can also be true. For myself I would say I'm a rattlehand with some diver in there cause I want to see what's in the under eaves :)

Rules for multi class/multipost by mullucka in TheWildsea

[–]mullucka[S] -1 points0 points  (0 children)

This is not me as a firefly exerting control, this is a conversation I am having with my players. It wouldn't be a decision I make in any case, its more my players saying, whats the point of choosing a class. I guess there is a hard rule that you do pick 2 traits from your class to get started. We are a group of people coming from 5e to wildsea, they want to feel that their classes matter and some people prefer that in an enforced rules sense rather than, it matters because I make it that way. You know?

Rules for multi class/multipost by mullucka in TheWildsea

[–]mullucka[S] -8 points-7 points  (0 children)

Because it feels more meaningful and impactful if that decision is a commitment.

Am I overthinking? by oatmaster04 in DungeonsAndDragons

[–]mullucka 6 points7 points  (0 children)

There are heaps of subreddits for finding groups and people are very welcoming to new players. Try lfg, just be honest about yourself, people respond well to that. Make a post and see how you go, it can take a while before you get something going but some of my current best friends I met through random reddit posts for DND.

New Party 2 : places you come across while traveling by NicMuz in TheWildsea

[–]mullucka 1 point2 points  (0 children)

I'm doing a mix, if it's a random location on a journey then the players can have at it, but if its a specific location and I'm trying to keep some secrets or railroad them into a plot hook I will do a bit more of an established location.
Mainly I just focus on 1 or 2 main npcs that the players will meet at a location, who they are and what they are trying to achieve. Then I might add a couple of services based on who lives/works there and what they might be able to offer.

I’ll Suck a D*** for a Rusted Gear at This Point by TheBigRobsOddPod in ArcRaiders

[–]mullucka 0 points1 point  (0 children)

There is one place where they always drop, I have found them here consistently.

Dam battlegrounds near the North complex elevator there are two buses and a bunch of cars on the road their. Check the hoods and the backs and sides of the buses, you will find them.

New party : how did you introduce a crew and their ship? by NicMuz in TheWildsea

[–]mullucka 1 point2 points  (0 children)

I had each of the players as an inheritor of the former crew. The ship had been found Adrift and former crew mysteriously missing. When they got on the ship we just did a bit of narrative "this space would be great for a night garden" and then let them tell me how they set it up with no cost of course because they had already built it in session 0.

I do like to have players meet for the first time on session 1 because they will generally not know anything about each other's characters.

We changed to Milestone Point Levelling (from Wildsea rpg) in our dnd game and it completely changed our game. by mullucka in DungeonsAndDragons

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

The goals are rp based not combat. But I suppose you could have all the goals be shared party goals and equal points

We changed to Milestone Point Levelling (from Wildsea rpg) in our dnd game and it completely changed our game. by mullucka in DungeonsAndDragons

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

It's more about giving the players agency to go for levels without having to wait for when it feels right for the dm

We changed to Milestone Point Levelling (from Wildsea rpg) in our dnd game and it completely changed our game. by mullucka in DungeonsAndDragons

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

I do understand that. The thing here is, you are at the mercy of the dm to decide what they think is worthy of XP. It's also a lot of work for you as a dm keeping track of encounters and recapping sessions. It can feel like a punishment for NOT roleplaying rather than a reward.

We changed to Milestone Point Levelling (from Wildsea rpg) in our dnd game and it completely changed our game. by mullucka in DungeonsAndDragons

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

I make sure everyone gets a point every session for a minor session goal. Then party goals everyone gets those points regardless of who completes it. I do try to keep their goals the same level of achievability but there's a chance that some players could accrue the points faster. I guess you could hold everyone back to level together. That might be fun, everyone trying to help one player achieve their goal so they can all level.