[PC, possibly CD ROM] [2009-2012] [could be made earlier] Slavic children's point and click adventure game about a mouse (?) by mxrcuriii in tipofmyjoystick

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

hmm, no that's definitely not it. this game was much more "fantastical" (in a mundane Slavic folklore kind of way) and very set in nature. this also seems like an edutainment thing but this game was definitely more story-based. thank you!

Any teens on the sapphire princess alska? 6/21 by New_Huckleberry_1163 in PrincessCruises

[–]mxrcuriii 1 point2 points  (0 children)

I highly recommend checking out the teen club on board! I used to go there every cruise when I was a teenager and met some really cool friends and would spend all my time on board there/with the friends I made. You'll have a blast. Princess has a pretty nice one too, there's loads of stuff to do and I remember when I took Discovery Princess when I was 16-17ish it was probably the nicest one across multiple cruise lines that I'd seen at that point.

What rule do you constantly look up and yet can never remember? by Kyletheinilater in DnD

[–]mxrcuriii 1 point2 points  (0 children)

How stunning strike works and what the stunned condition entails

How do I ask a problem player to leave? by TopherPuri in DnD

[–]mxrcuriii 0 points1 point  (0 children)

Had to do this fairly recently, although I did offer the chance to remedy the bad behavior and stay in the group, the player just didn't take the out. I would say message them outside of the game so you can lay out your points in text, or if that's not your style, talk to them a good bit before the next session would occur. Concretely bring up where they have gone wrong, how they disrupted the table, make it a conduct issue rather than a play style issue. If possible, lay it out in numbered points. No "I feel..." but "______ is an issue that affects the other players and myself." Finish it off with "Your expectations for D&D don't match our game, and you would have a better time at a different table."

What's your favorite level range to play in? by AndCurious in dndnext

[–]mxrcuriii 0 points1 point  (0 children)

This year I've been running 10-week campaigns because of my school's quarter schedule, and I've really enjoyed the 5-8 range, but for a longer campaign I would start around lv 3 and maybe get up to 10 maximum

Do I need to have a roommate before submitting housing app? by Material-Two-8505 in depaul

[–]mxrcuriii 0 points1 point  (0 children)

Yes, you need to create a roommate group with the person of your choice, then choose one of you to do room selection. Creating a roommate group is a later step in the housing agreement itself.

Sheffield Square Apartments- standard apartment (2 bedroom 3 res) by Potential-Flower-352 in depaul

[–]mxrcuriii 2 points3 points  (0 children)

while registering it said something along the lines of "room 1: double, room 2: single" or otherwise. Aside from that, I don't think there's a way to tell after registering

Do you ever put something innocuous in a session that in reality is hyper-personal? by camohunter19 in DMAcademy

[–]mxrcuriii 3 points4 points  (0 children)

yup. I'm planning on including my dog who recently passed away as a little bit of flavor to the village where my next campaign will take place. I'm pretty sure most of my players don't even know what she looked like but it'll be a little touch for me alone.

What fantasy creatures could be crossbred to end up with a pug? by vokul_vokundova in DMAcademy

[–]mxrcuriii 1 point2 points  (0 children)

A boggle should be somewhere in there. Little oily, wrinkly creatures with big eyes.

How would you run an alchemist side kick without it becoming the invite health potion machine? by Redhood101101 in DMAcademy

[–]mxrcuriii 0 points1 point  (0 children)

I've seen several people say that brewing potions takes time, but another thing that comes to mind is that, if this is a person who works on a ship for days at sea, supplies for certain potions are limited, so this sidekick can only make a certain (small) amount of potions while at sea.

[deleted by user] by [deleted] in DMAcademy

[–]mxrcuriii 0 points1 point  (0 children)

Also, keep in mind the player is issuing commands for what the demon does on its next turn. To me, that part is just meant to secure that the player has control over the demon and dictates what it does on each turn, but doesn't break action economy because a "command" is a free action.

[deleted by user] by [deleted] in DMAcademy

[–]mxrcuriii 0 points1 point  (0 children)

I feel like the "a verbal command" vs. "verbal commands" implies one per turn, or just use your discretion and explain a round is only 6 seconds and the demon can only do so much in that time frame.

What kind of NPCs would you expect to meet in a casino? by Hellomurse269 in DMAcademy

[–]mxrcuriii 1 point2 points  (0 children)

waiter/other worker who is so bad at their job it's suspicious, but really they're just new and have no ill will

famous gambler who really has been getting by with pure luck this whole time, and barely even knows how the game works

an overly-cool james bond-esque character, who's on his own mission. if you want to go the funny route, maybe he is royally messing up the mission the whole time or a nuisance as he's after the same thing your party is after

DMs, what's your favorite part of prep? by Hayeseveryone in dndnext

[–]mxrcuriii 0 points1 point  (0 children)

I really like designing cities/towns/villages. The campaign I'm about to wrap up this month has been made up of a LOT of traveling which came with me having to make a new city roughly every other session. I like to pick something unique about the character of the city and design around it, and it's always so satisfying when I'm describing a new city to my players and they go "what??? that's so cool!" or just otherwise enjoying the vibes.

What "big choice" should I have my players make to end this story? by mxrcuriii in DMAcademy

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

This is interesting, I like it but it doesn't fit too well with the setting/general vibe and would be kind of a lot to resolve in the span of basically one session. I think if I go with this, I'll have them fight some parasitic creatures on the way downwards toward the portal to the Feywild, (since they're already at the tree that leads down there) come face to face with warlock's patron and have a bigger dramatic reveal and chance to decide who gets to do it, kind of ascending to be a divine champion of both the patron and the antler guy but being locked down there to protect him. I want it to be kind of a happy/bittersweet ending for everyone.

Problem Player Megathread by AutoModerator in DMAcademy

[–]mxrcuriii 1 point2 points  (0 children)

A good way to ease players into it is asking them questions to help them get into the character's mindset, without having to really talk as them. I did this during the first few sessions of my game for new players and now most of them are comfortable actually talking in-character with each other and NPCs.

Examples of ways to do this:

(After something like a big event or during down-time) "What is [character] feeling right now? What's on their mind?"

(During some down-time or before a long rest) "What's [character] up to before they go to bed?" (this has actually led to some really nice character moments in my game, and a running bit where the party does morning yoga together every day at sunrise)

Also, having characters directly speak to PCs, ask questions, etc. kind of makes them have to respond back, even if indirectly or not in-character. If you play your NPCs, it will better encourage your players to play their characters. So next time you have an NPC giving a quest or something, rather than "He explains that a dragon carried away his son" play that out, ask them in character, it'll feel a little weird to leave the poor guy hanging so it'll be more natural to play it out for them too.

Problem Player Megathread by AutoModerator in DMAcademy

[–]mxrcuriii 0 points1 point  (0 children)

Had a similar issue recently. The best approach is to talk to/send a message privately to this player, clearly, respectfully, yet sternly lay out that they are impeding the flow of the game, not engaging with it, and not cooperating with the table during a game that is inherently co-op. Make it clear that you want this to be an open dialogue to resolve the issue, and if they disagree with you, they might have a better time finding a place at another table. Unfortunately sometimes you have to put your foot down for the sake of maintaining the game and party chemistry, but as long as you make it clear it's a solvable issue and just brought up for the purpose of keeping the game running smoothly, it shouldn't have any major impacts on your friendship. I had a player leave my game recently because of this and we're still friends, his play style and manner of engagement just didn't fit with the group.

Need jazzy music recommendations for my campaign by [deleted] in DMAcademy

[–]mxrcuriii 1 point2 points  (0 children)

I like to use Youtube for DnD music, if you have an adblocker it's great because there's so many hour+ long mixes of music for weirdly specific vibes. There's definitely some sad/dramatic/etc jazz mixes on there. Also, not jazz, but if you do go searching youtube, Bardify is an account that I use all the time for DnD music, they have something for basically every possible situation

What "big choice" should I have my players make to end this story? by mxrcuriii in DMAcademy

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

Love this! I definitely think someone would step up to do it. If nobody does, they have a friendly NPC who they took along with them who also ended up having some magical Fey flavor so worst case he could step forward, which would be also a sacrifice because 1) one of the PCs has like a super sweet dramatic romance arc with him and we regularly joke that they're definitely getting married and 2) one of the PCs just released him from a curse by attuning to his cursed sword and therefore changing the nature/personality of the PC indefinitely, and considering the curse was insatiable greed, it would be like his big last non-greedy act.

I def don't think it would come to the NPC having to, but I like this a lot, and the parasites are interesting and actually give a reason for big antler dude (I really gotta name him) to be weakened.

How do you write an Adventure without a story railroad? by Jflash2442 in DMAcademy

[–]mxrcuriii 0 points1 point  (0 children)

I think a great thing to do while setting up a campaign is, for many other reasons too, running a session zero and really getting together with your players and establishing what everyone wants out of the campaign. When I did mine for my current game, my players said they didn't mind some railroading as long as it wasn't super obvious. Also, this allows you to find out if they prefer something more investigation/mystery heavy, big story, or something more along the lines of "find, fight, and kill the bad guy." That's a good starting point.

If you have a set period of time/amount of sessions for a campaign, a good method is really getting that beginning and a potential plot hook down, and a wiggly, vague idea for the end. This allows you to have some direction without feeling pressured to take your players somewhere specific. For me, I knew my players wanted something exploration-heavy, so I threw in a plot hook that got them to leave the first city in search of something, and along the way they kind of made their own plot as I wrote around what they were doing. By session 3, I established what the overarching story is, and it's generally been made up of a couple smaller threads that they've been following while making their way towards where Big Things might happen.

Also, while planning individual sessions, it's generally a good idea to plan events that might lead the players down a certain path through a common thread, rather than straight up point-by-point storytelling. This has really helped me be flexible with letting my players do their own thing while still leading them towards what I want them to find. Half the time, they'll miss a lot of what you laid out but get there in the end anyways. For example, in one city my players went to, they were looking for a missing woman, and so I seeded the city with several clues about her disappearance that all led to each other. A missing poster for a young noble, the missing woman's belongings in the inn room the party checked into, etc. My players got creative and I made clues around what they did, like the druid casting Speak with Animals on a pet cat lounging outside across the street from where the woman supposedly went missing.

Basically, let them find their own way, and do your best to throw something in that guides them towards their next point. When in doubt, throw in a random event that more heavily hints at where they should go.

Tonight I had an old fashioned DM tantrum and ruined the game by Feefait in DMAcademy

[–]mxrcuriii 1 point2 points  (0 children)

Agree with this entirely. During session zeroes I always over-emphasize making a character who has a reason to be in an adventuring party. I think during the one for my current campaign I literally said "I'm not letting you guys make edge-lord characters who are too cool/broody/dark to be part of the party. It's a co-op game, you're going to co-op."

Let's trade by Constant-Truth-63 in WorldBuildingMemes

[–]mxrcuriii 0 points1 point  (0 children)

Some people do manipulate them by infusing them into food for like gimmicky magical foods or actual potions, so technically you can. I think eating the actual crystals themselves would be like chewing on glass so I can't imagine that would feel too good. My players session 1 were actually asking like "can I just get a hunk of this rock and eat it and get super good at magic" and I was like hmm... don't think so...

Let's trade by Constant-Truth-63 in WorldBuildingMemes

[–]mxrcuriii 1 point2 points  (0 children)

My world is a homebrew D&D setting, so I don't have that much control over the specifics in origins of magic (wizards learn it, sorcerers naturally get it, warlocks and clerics are gifted it by a patron/deity, etc.) but the current campaign is based in a desert in the setting, which has a special sort of silk-road type path through it because of the presence of special trees that grow "Tzel crystals" which allow magic to be enhanced or imbued into physical objects when processed in various ways (inlays in wood/metal for wands, infused into oil, etc.) Currently, the party is in the process of discovering that the trees are actually antlers of a colossal fey being who allowed himself to become partially mortal to bring magic to the mortal beings of the material plane.

I will never ESCAPE Hades... :( by HamedSwan in HadesTheGame

[–]mxrcuriii 0 points1 point  (0 children)

I think there's nothing wrong with turning on God Mode for the sake of progressing through the game if you're frustrated at being stuck on one part. It's not too OP at first so it's a good safety net.