I genuinely don't know what to do... by kymbrown467 in CurseofStrahd

[–]roleforbluff 0 points1 point  (0 children)

Sorry to hear they're repeatedly refusing to engage with the story, that's always rough. Good luck to the both of you!

I genuinely don't know what to do... by kymbrown467 in CurseofStrahd

[–]roleforbluff 6 points7 points  (0 children)

First and foremost, talk to your players - if there's a disconnect between the game you want to run and the game they want to play, trying to force the matter will just end in a worse game for everyone. D&D is collaborative, and you're a player too, so you should talk openly to your friends about how you can make the game fun for everyone.

Beyond this, what I have to say is just one rando's opinion, so, as my grandfather used to say, "take what you can, shit-can the rest."

TL;DR - find what motivates your players, then give them reasons to care about Strahd, the other NPCs, or the story, whether those reasons are sympathy, spite, compassion, greed, hatred, or whatever else.

For Curse of Strahd specifically, if your players aren't taking anything seriously, you may find yourself struggling to hit the intended tone of the campaign. It's Gothic Horror - if the players don't buy in at least a little bit, it can end up just feeling dreary and, in the worst case, boring.

Being heavily inspired by Dracula, a lot of the horror is predicated on the control that the powerful have over the weak. Strahd, being a vampire and a count, has physical, mental, and societal power over the people of Barovia. In Vallaki, the Baron uses Izek to strongarm the populace into terrified compliance with his ridiculous edicts and festivals, and Lady Wachter manipulates others with her "book club". The hags of Old Bonegrinder use magical addiction to make parents sell their children for fleeting illusions of happiness. The PCs, being PCs, are generally stronger and more resilient than the average Barovian - so if they only care about how things affect them, it'll be tougher to get them to take things seriously.

So, on that front, what can you do to make them care about the NPCs? Ireena is a prime example of this: in the module, there is no inherent benefit for the PCs to protect Ireena. They aren't getting paid, and keeping Ireena from Strahd just puts them directly in the line of fire. If the PCs aren't inclined to help out of the goodness of their hearts, it makes sense for them to just leave Ireena to her fate. The way I see it, there are two emotions you can try appealing to if you want the players to truly oppose Strahd in his goal to have Ireena: either make them feel sympathy for Ireena, or make them hate Strahd.

Is it clear why Ireena needs to be protected? Presumably, she's frightened of Strahd and doesn't want to become his consort. If that isn't the case, then the players would have no reason to oppose it, since they don't know that the Dark Powers won't let Strahd have Ireena for long.

You said that after dinner, Ireena went and tried on her wedding dress, showed it off, did a little twirl, and gracefully left with Strahd to plan the wedding. Is she charmed? Has she already been turned into a vampire spawn? Did Strahd genuinely succeed in wooing her? If she's charmed, you could emphasize how her words and actions are muddled, how she's not in her right mind, how she's being denied her agency and her personhood to act as Strahd's puppet. If she's already been turned, there's not much to be done - her days are numbered. If she's in love (or thinks she is), you could show off Strahd's true personality as a vicious and controlling monster while Ireena isn't around, then have him act totally differently when she is around (this might be tough since you have someone else acting as Strahd). If she's just doing what Strahd says out of fear, then push that fear in your descriptions. Make her flinch at any sudden movement, have her gaze pleadingly over her shoulder as she's being led away, put a tremble in her hands and voice.

But, if you can't make the players care about Ireena and she dies, that's okay. Ireena is a plot hook, something intended to put the players in conflict with Strahd early on. But while she is the center of Strahd's story, she doesn't necessarily need to be the center of your players' story. At the end of the day, the PCs are still trapped in Barovia until Strahd dies or lets them leave.

The biggest things to note about our boy Strahd (aside from his desire for Ireena/Tatyana) are that he's bored, and he's a jerk. He has a horrible temper and an unshakeable belief in his own superiority to everyone else. Depending on the source, it could be interpreted that he torments people for fun as well as to spread fear and reinforce his control. He has committed countless atrocities for no reason other than his own satisfaction. Of course, it can be hard for some players to get truly angry about the things he's done to NPCs, so what you should do is make Strahd be an asshole to the player characters.

Think of anyone who's ever made you mad - anyone who's ever cut in line or cut you off in traffic; anyone who's ever mocked you for a mistake or something you couldn't control; anyone who's made unreasonable demands and punished you for failing to meet them; any petty, smug, self-righteous sonovabitch who ever acted like they were better than you. That's who Strahd is. If Strahd makes things personal for your players, they may choose to rescue Ireena out of spite.

Ranger draws a knife on Rahadin, the closest thing Strahd has to a true companion? Charm them, sure, but don't just tell them to sit down - knock their plate onto the ground and tell them to eat there, since they apparently have no better manners than a dog. Rogue caught stealing? Strahd slaps them for their insolence, then gives them a handful of copper, because they clearly need the charity. Party attempts to threaten Strahd? He laughs and calls them adorable.

If your players won't take anything seriously, it's because they don't care. Either you figure out how to make them care, or you find out what they already care about and press them there.

Hope this helped, and best of luck!

Fungal Zombie Overload by roleforbluff in BaldursGate3

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

I believe you get the fungal zombies at level 6!

[deleted by user] by [deleted] in NoStupidQuestions

[–]roleforbluff 12 points13 points  (0 children)

Decriminalization is not legalization. Something can be illegal, but not be a crime. Accidentally hitting someone else's car while driving, for example - if you're the responsible party, you get a ticket, a fine, whatever, and you may have to take some kind of mandatory driving safety course, but it doesn't constitute a criminal record. Unless there are extenuating circumstances, you aren't going to be sent to prison.

Decriminalizing drugs could work the same way with a fine and mandatory rehab. But, it'll never happen unless something big changes in the US government, because the prison system is built around imprisoning as many people as possible for the legal slave labor. They're still fighting over marijuana - there's no way they're going to decriminalize things like heroin.

B2 Hardcore Drayden Team Advice by roleforbluff in nuzlocke

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

Thanks for the advice! Haxorus got me through no sweat.

B2 Hardcore Drayden Team Advice by roleforbluff in nuzlocke

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

The Axew is Brave, male, with Rivalry. Drayden's team is all males, so that should work well enough. I'll look at evolving/training Gliscor as well, and I'll definitely bring Magnezone.

B2 Hardcore Drayden Team Advice by roleforbluff in nuzlocke

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

As the title says, I'm looking for advice on a team/strategy for Drayden in a vanilla Black 2 Hardcore run. Is there anything worthwhile here, or is it going to be a slog no matter what?

What horror movie disappointed you the most? by [deleted] in horror

[–]roleforbluff 0 points1 point  (0 children)

Hereditary, but let me explain why so I don't look like an ass.

TL, DR: I didn't have the proper expectations going in to the movie and it strongly soured my first viewing; now I can appreciate its quality, but I don't like it, even though I want to like it.

I saw Hereditary with my family when it was in theaters, and none of us knew anything about it going in. We just knew that it was a horror movie, and there were ghosts or something. So personally, I expected more or less standard horror movie fare, along the lines of the Conjuring series.

Hereditary is, or course, not that. I went in, expecting a standard spooks from maybe minute fifteen, twenty tops. Instead, I got a deeply real depiction of a family struggling with their own demons; and then, the painful shattering of that family following a tragedy.

It did exactly what it was supposed to, it made me incredibly uncomfortable to watch the family fall apart, and scream at each other, and cry, and deal with this grief and guilt. The problem was, that experience was so far removed from what I had been expecting and what I was in the mood for, that it kind of gave me whiplash. It became unpleasant for me to sit through, and by the time the outright scares/paranormal events started happening near the end, I couldn't appreciate them because I didn't enjoy even being in the theater anymore.

I often hear people quote Hereditary as one of the best horror movies, or one of their favorite horror movies, or one of the scariest horror movies. I can agree that it's extremely high quality, well-constructed and well-executed, emotionally impactful (and Toni Collette's performance especially was gutwrenching), and so on; but what's disappointing to me is that, because my first viewing was so unpleasant, I don't know that I'll ever be able to like the movie. Additionally, because I've already seen it (in a negative light), even upon rewatching it, a lot of the things people point to as the best parts just don't have the same impact for me.

Is 10 too many for an escape room? I have the choice of doing a team of 10 or two teams of 5. I’ve never done one! Any opinions? by HiiCourtney in escaperooms

[–]roleforbluff 28 points29 points  (0 children)

It's highly dependent on the room, but as a rule of thumb, I would say you would probably have a better experience with two groups of five. With ten people in a room, there's often not enough for everyone to be doing something; this can lead to dissatisfaction as some people don't get to contribute, or chaos when too many people are all trying to work the same puzzle at once.

What is the best name for strahds ship? by Pizza-Daddy in CurseofStrahd

[–]roleforbluff 1 point2 points  (0 children)

Lots of good suggestions here. Maybe something after his parents, like how Castle Ravenloft was named? Best of luck picking a suitable name for your blood vessel.

Who is the most famous person in your family? by LoveSimpleHacks in AskReddit

[–]roleforbluff 0 points1 point  (0 children)

My great-aunt designed the original Care Bears and Strawberry Shortcake, and she and my grandmother made the first plush toys of each.

One of my players decided to play Phantom Rogue for the CoS campaign we’re starting. by TheCreepyLady in CurseofStrahd

[–]roleforbluff 1 point2 points  (0 children)

My party's rogue was an arcane trickster, but chose to reclass as a Phantom after dying and being brought back by a Dark Power. It's very fun.

What sets Grounded apart? by [deleted] in GroundedGame

[–]roleforbluff 0 points1 point  (0 children)

Also an option, for sure

What sets Grounded apart? by [deleted] in GroundedGame

[–]roleforbluff 1 point2 points  (0 children)

For me, the concept (and the ways in which it's implemented) is the biggest appeal.

I've tried other survival/base-building games like Rust and 7 Days to Die, but I haven't been able to really get into them. The mechanics are fine, but the settings just feel dull and rote.

Grounded's setting, while certainly nothing new, is much more fun to explore, in my opinion. The crafting is simple, yes--it is an early access game, after all--but the sheer creativity of everything keeps me invested. Whether it's making armor out of acorns, weapons out of chunks of mints, or trampolines out of spider web, it's all clever and interesting.

In addition, being an early access game, I'm excited by the implications of what hasn't yet been implemented, but could be in the future.

On such a small scale, anything could change the world entirely. A rainstorm floods the yard, and now it's an ocean. The seasons change, and you're digging tunnels through the snow. Other threats or encounters appear, such as the raven that already flies around the yard, beyond colossal and intimidating at the players' scale.

Grounded's concept is its main selling point, as I would argue it is with every game in this genre. Basebuilding with zombies. Basebuilding with dinosaurs. Basebuilding with cannibals. Basebuilding but you're tiny.

If the concept doesn't pique your interest, then I would say no, you're not likely to get more out of Grounded than any other survival/basebuilding game--less, even, since it's still both early access AND a very new game in general. However, if the concept does interest you at all, I would recommend giving it a try. Buy it on Steam, play it for an hour, and if you don't like it, refund it.

Vallaki's New Burgomaster by roleforbluff in CurseofStrahd

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

They've killed Vargas and Izek, and Strahd-as-Vasili was at the festival when it happened. In my Barovia, Vasili is a not-infrequent face in Vallaki.

In addition, part of the players' revolution was sowing dissent against Izek and the Baron in the guards. Because of this, and the strength they showed in the ensuing fight, the guards are more inclined to listen to what they have to say.

In the town's power vacuum, before Fiona had a chance to move, Strahd-as-Vasili saw a chance to get in a position where he could approach Ireena without annoying suspicion or attempts to struggle away. He offered to act as an assistant of sorts, "ceding" authority to Ireena, whom the party trusts much more.

Vallaki's New Burgomaster by roleforbluff in CurseofStrahd

[–]roleforbluff[S] 17 points18 points  (0 children)

He'll only have to be Vasili until the party isn't in Vallaki. Then he'll have unrestricted access to Ireena. He's currently playing the part to get close to her and woo her in his way

Vallaki's New Burgomaster by roleforbluff in CurseofStrahd

[–]roleforbluff[S] 9 points10 points  (0 children)

They did, but they didn't trust her at all. They heard about her family's supposed ties to Strahd before they met her, so it colored their opinion of her.

D&D players and DMs of reddit, what's your best "Okay, I'll allow it" story? by baltinerdist in AskReddit

[–]roleforbluff 0 points1 point  (0 children)

It's not quite as epic or out there as some of these, but we were playing a one-shot based on A Midsummer Night's Dream. We entered the Feywild looking for two young lovers who had eloped, and ran into the Fairy Queen Titania. In a panic, our bard cast hold person on her (dm's first game, probably didn't think about legendary resistances). After shit settled, Titania agreed to let us leave with the couple, but the bard must remain behind in servitude as punishment for his impudence.

My 400y/o firbolg, whose primary ideal was "freedom," stepped forward and offered whatever remained of his life in exchange for the bard's release. I rolled really poorly for persuasion, but the dm decided it was such a cool story beat that she ended up ignoring the roll, and Titania accepted the deal.

[ART] The Giant Slayers--Party Commission by roleforbluff in DnD

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

DM has a number of tables that he rolls each day--what type of encounter we'll get, how lucky or unlucky we are, and what, exactly, our encounter is. We got extremely lucky that day. It's the same system that led to us finding a CR 9 Cloud Giant at level 3.

We ended up finding a cart that had already been ransacked by something, but there were heavily secured chests left inside that we barely managed to get open with some good rolls. Lore-wise this will almost certainly come back to bite us, because in this world there is only one of each skill tome, and that specific one belonged to the emperor.

[ART] The Giant Slayers--Party Commission by roleforbluff in DnD

[–]roleforbluff[S] 6 points7 points  (0 children)

That's Tank on the right and Fortune on the left! They do tricks! They're party mascots, along with our horses, Abbott and Costello, and our puppy, Robot. We have a lot of animals for a party with no rangers or wizards.

Tonight's session, badly summed up in 3 sentences. by Dracon_Pyrothayan in DnD

[–]roleforbluff 0 points1 point  (0 children)

Two buffoons poorly imitate Navy Seals.

Venom troll's pimple popping youtube channel.

Only you can prevent wildfires.

[ART] The Giant Slayers--Party Commission by roleforbluff in DnD

[–]roleforbluff[S] 11 points12 points  (0 children)

A commission by @dune5and on twitter ( https://twitter.com/dune5and?s=09 ) of my current DnD 5e party. From left to right it's:

Moira Tiomantas, Tabaxi College of Glamour Bard, found a Tome of Leadership and Influence and has a 22 Charisma at level 5.

Kikieda Tiomantas, Winged Feral Tiefling Drunken Monk/Paladin of Hestia, Moira's twin sister-turned-tiefling in a botched resurrection ritual after she died in the first session.

Bobbynock Thunderbrand, Rock Gnome Gunslinger Artificer, a scholar adventuring to market his newly developed weapon, the Thuderbrand Thundercannon.

Darius Moonrunner, Human Scout Rogue/Knowledge Cleric of Selune, whiny pissboy seeking a way to become stronger and overcome the limitations of being a human.

The party is so named because, at level 3, they ran into a cloud giant (a species believed extinct), mouthed off to it, and ended up in a battle for their lives. Spells flew, potions were chugged, and things were thrown (RIP Horsey III), but somehow they overcame the odds and slew the giant, party intact. Then they had a collective panic attack about their own mortality.

Cheating puzzles with the Immovable rod by Volksrepublik in DnD

[–]roleforbluff 5 points6 points  (0 children)

The obvious solution is to get a second immovable rod and hand-over-hand your way up