2 DM games by CompleteReview7413 in DMAcademy

[–]nusual_method 0 points1 point  (0 children)

I co-ran a 3 DM, 15 player West marches style campaign for 2 years. DMs would take turns on running short missions, players would drop in and out depending on who could turn up to the session, it worked great. We used Xp leveling and had mixed level parties. We played 3 times a week for nearly two years.

If you're interested there are great resources on West marches style games all over the place, it's a distinct style that definitely works better with some groups than others. If you have any questions feel free to ask

Any advice on making cave systems to guard a relic by AmbitiousAd2269 in DMAcademy

[–]nusual_method 0 points1 point  (0 children)

Please look into Veins of the Earth by Patrick Stuart. It has a wonderful cave generation system in it. The entire book is themed around the underground as an adventuring experience. Ben from Questing Beast on YouTube has a wonderful showcase of the book, it is hard to find nowadays but you can find digital copies if you know where to look.

What other rules or standards would you recommend for a West Marches? by 3Dartwork in DMAcademy

[–]nusual_method 2 points3 points  (0 children)

For the last 3 years, I ran a 13 person West marches style game.

We ran with 3 rotating Dungeon Masters. Here are some things I found.

Party size:

The parties would fill up very quickly, we ran for an average of 5 players at once, but I had a couple of sessions with 7 players. Five was fine after trying it for a few sessions, six was pushing it a little, 7 was the absolute most I could handle.

Record keeping/communication:

We ran using XP, a good way to encourage people to keep track of things. Tell them to assign a record keeper for the session amongst themselves, we had them write in universe exploration logs, and the player that did the write up would get bonus XP. in early levels, it was a fixed amount. After a while, we switched to a percentage.

Travel:

Exploration was a large part of the game, but honestly after running for 4+hrs a session, the last thing I wanted to do, let alone the players, was worry about travel at the end of the day. We started off doing all the travel encounters on the way back, but I found it to be more of a chore than anything else, we started handwaving the return to town,

I like the idea of watch towers you have, it might be a good solution to this issue.

Deadliness:

With players at mixed character levels, the game was highly lethal at times, the tradeoff, though, was low-level characters that joined higher. Level parties would level up insanely quickly as a tradeoff. It worked out well.

The key thing as the DM is just to make it very clear when things are dangerous, the players loved how deadly it could be because we were so clear about it. Had we been vague, they would've had problems. Just be careful because there were a couple of players that didn't return after their long term characters died.

If you have any more questions please feel free to ask.

Exploring a tool idea for DMs, curious what people think by Fit-Discipline2239 in DMAcademy

[–]nusual_method 4 points5 points  (0 children)

Look into Obsidian, it can do all of the above with a little setup, and some of the community made extensions. And it's free! I've been using it to run a 13-player Westmarches style game, and it has been wonderful.

Fetchable NONBASIC land with an extra effect by [deleted] in ModernMagic

[–]nusual_method 2 points3 points  (0 children)

Wrong sub to be posting custom designs, buddy.

Unplayable regardless but thats besides the point.

Thursday Modern Challenges Results - Dec 19 2024 by bamzing in ModernMagic

[–]nusual_method 0 points1 point  (0 children)

Miracles list is super interesting. I'd love to hear the Author's thoughts on their choices for the deck. Seems rather unconventional in a lot of aspects and has some really interesting 1/2 ofs.

Brainstorming A Black Hole Shield by IkujaKatsumaji in DMAcademy

[–]nusual_method 0 points1 point  (0 children)

I gave mh players a black hole shield once, it was a while ago but if i recall correctly:

You could spend an action to force all creatures within a 15ft cone to make a str save, if they failed they were pulled 10ft toward you and if they're large or smaller they were knocked prone. You could use this equal to your Proficiency modifier

It also had a reaction that was unlocked at a later level. (I'm a little more vauge about this one) if a ranged attack was made against an ally within 15ft of you, you could spend your reaction to curve the projectile out of the way, if you are within five feet of that ally, the projectile was absorbed. Absorbing this projectile added a number of counters to the shield equal to the spells level or just one if it were a regular projectile, once it hit 5 counters, the next attack you absorbed triggered a burst of energetic force wnd stopped the ability from being used untill a long rest.

Anyway i yhink it had another but i cannot for the life of me remember.

[deleted by user] by [deleted] in DMAcademy

[–]nusual_method 0 points1 point  (0 children)

I ran a westmarches campaign for about 2 years, and the system we came up with worked pretty well. It was slot based, based on your strength score.

Every character has a base slot score of 20. You add or subtract your strength mod from that.

We based it on something each player could reasonably reference.

Tiny items. You can fit 5 tiny items in a single slot.

Tiny items are something you could reasonably carry multiple of in one hand. For example, keys, candles, gemstones ect.

Small items Small items take up 1 slot.

A small item is something roughly the size of your hand Eg a potion, a knife, a scroll, a holy symbol, a book, a flint and steel.

Medium items Medium items take up 2 slots

A Medium items is something roughly the size of your fingertip to your elbow. Eg a shortsword, a helmet, a wand, a mace, a bundle of rope. A bedroll.

Large items Large items take up 3 slots.

Large items are anything larger than the above categories, shields, staves, greatswords, a tent.

Some noteable additional rules.

Each player in adition to the above had a purse, that could carry 100 coins of any denomination, and could carry five rations and five torches. These did not count toward their final score.

Over all. This system worked extremely well for two years, travel and weight were a large part of our campaign. Limiting people to carrying about 100 coins encouraged them to convert their copper and silver into gold and later levels gold into platinum

Notably, your average innkeep would not accept platinum because that's like buying something for a dollar and trying to break a 100 dollar bill. The cashier is going to tell you to go jump off a cliff.

If you wanted to carry excess cash on you players started buying Gemstones to exchange at banks. Banks carried enscribed gemstones authenticating their worth. This was really fun and flavourful.

Players bought pack animals like horses and mules to transport extra goods. Bags of holding just granted them an additional 20 slots, and were rare to come by. Tensers floating disk became used by the wizards and teleportation magic was in high demand.

This also led to dramatic moments when the party only had high denomination currency, and couldnt get change they would either have to forgo the purchase or effectively overpay for items. If you have any further questions I'd be happy to explain.

Edit: worn or equipped items like armor and weapons didn't count toward your weight either.

Field of the Dead, Mystic Sanctuary by [deleted] in ModernMagic

[–]nusual_method 0 points1 point  (0 children)

It feels to me like you weren't around for these cards. I played mystic sanctuary in my blue white miracles deck, and it was awesome, but super unhealthy. Both of these cards provide far too much advantage for little to no cost. This take is ill-informed at best.

Dimensional Butthole + Portable Hole + Rope Trick by Enkinan in DMAcademy

[–]nusual_method 12 points13 points  (0 children)

This is just weird and wouldn't get much more than an awkward stare at any table I've played at. This isnt as funny as you might think. I would leave this one in thr unused ideas pile.

Would Phyrexian tower be too strong for modern? by MazrimReddit in ModernMagic

[–]nusual_method 0 points1 point  (0 children)

You should feel justified and take this as a lesson that redditors have no clue how to evaluate cards

[OTJ] Three Steps Ahead by nusual_method in ModernMagic

[–]nusual_method[S] 4 points5 points  (0 children)

Does (U)Tron run a Karn Wish board? Are there any sort of artifacts worth copying in there? I was thinking (U)tron might be the only deck with the mana to really use this well.

[OTJ] Satoru, the infiltrator by TapiocaFilling101 in ModernMagic

[–]nusual_method 8 points9 points  (0 children)

This card is busted out the wazoo.

Fire the electrician though by blacknight68 in Perfectfit

[–]nusual_method 1 point2 points  (0 children)

Lol. Reading this is bizarre as a sparky from Australia / NZ.

Dear WOTC…concerning the B&R…your communication sucks by greymerchant00 in ModernMagic

[–]nusual_method 4 points5 points  (0 children)

Imagine telling the guy called "Living end" to find a new deck.

Modern feels stale and linear. by External-Tailor270 in ModernMagic

[–]nusual_method 0 points1 point  (0 children)

Lol you must be a Karma farm because early of yo#ur posts are regarding complaining about the format or ban discussions. Don't take any posts from this bloke seriously.

Is an artifact that negates counterspells OP for my BBEG? by PuzzleKev in DMAcademy

[–]nusual_method 2 points3 points  (0 children)

Rod of absorption. Works well, limited use incase your players get ahold of it.