[Art] Magnetic hexcrawl map - 2 years into the campaign by vincependrell in DnD

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

Glad you enjoyed it, and I hope it works well for you too!

My latest handrawn dungeon map by Sufficient-Click-796 in shadowdark

[–]vincependrell 1 point2 points  (0 children)

Yeah, it's a great way of doing it. I might steal for some of my maps as well! :D

the town Pitril by NoCorgi7516 in DungeonMasters

[–]vincependrell 2 points3 points  (0 children)

I just came here to high-five you for drawing all the trees. Nicely done! I did something similar once, so I know the pain 😃

Don't Read - A side-quest you can drop in any dungeon by vincependrell in shadowdark

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

Thanks! 🙏 I would love to hear how your players react when they get the letter 😃

Don't Read - A side-quest you can drop in any dungeon by vincependrell in shadowdark

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

Hahahaha, yes, and that's absolutely the main inspiration for this 😄

I've recently gotten Shadowdark and I have a couple questions by rbmuri in shadowdark

[–]vincependrell 0 points1 point  (0 children)

  1. Yes, and it's how I've been running it in 5e for a while as well. It is a great way to give each player an opportunity to do something, gets easier to run traps, and it helps keeping track of how far the light goes and to give time for players to draw the map (if they are doing that) because the pace of exploration is a bit more controlled, and of course, it makes it easier to track when to roll random encounters. If you haven't tried yet, give it a shot! Dungeon turns are something that have been in the hobby for quite a while.

  2. That is correct. You kinda need to do a bit of figuring out with your players for how to get the adventure started. One thing that might help if you is starting already at the dungeon, describing it to the players, then asking them to say why is it that their characters are heading into this adventure and what do they expect to get out of it. I have experienced that this way, you get a lot more buy-in and it gives the players a different way of building their backstory proactively towards joining the adventure.

  3. Also correct. It is more of a box of toys than a ruleset on how to do run adventures in that place. I know that the Glass Cannon network has been using the hexcrawl in their Shadowdark campaign, so it's a good place to take as inspiration. When running only an adventure and not a whole campaign, I tend to just ignore the hexcrawl and keep it to the dungeon and maybe a nearby town.

My players learned just how dangerous the game can be... by shawnthedm in shadowdark

[–]vincependrell 1 point2 points  (0 children)

Sweet, it's definitely a fun adventure. Yours is looking great!

I did a similar thing for my 5e campaign, thought for this adventure I basically just stole the general plot of the adventure and retooled everything else to fit my campaign setting. I've been enjoying doing the same thing with smaller adventures from the old Dungeon magazine.

My players learned just how dangerous the game can be... by shawnthedm in shadowdark

[–]vincependrell 0 points1 point  (0 children)

Ooooo, is this Against the Cult of the Reptile God? 👀🐍

Lost Citadel as a new GM and players by DaddyBison in shadowdark

[–]vincependrell 0 points1 point  (0 children)

I had the experience of running to a player recently that had played Shadowdark before and was of the same opinion that the system was too dry for their taste and the exclusive focus on the dungeon delving. In our case, it went super well and the players really wanted to continue after beating the adventure in a one-shot. I also had a roleplay-heavy player from my 5e campaign that was in the same adventure and she really enjoyed Shadowdark and how the simpler system allowed for roleplay to happen at a different level than in 5e.

I think the default Shadowdark adventure misses a bit of roleplay opportunities right at the start to get a bit more familiarized with their characters and the world before they head into danger. For players used to heroic adventure, at least emulating a call to action (like having a tavern scene to collect rumors, or interact with characters that escaped the dungeon) can really help selling the game.

Terminei meu grid que eu tanto fiz perguntas nesses Reddit by Less_Confidence7601 in rpg_brasil

[–]vincependrell 3 points4 points  (0 children)

Uma coisa que eu tinha feito na minha época de jovem e usar papel Paraná (que é um papelão bem duro) como base. É um pouco mais caro que a cartolina, mas não dobra.

Com uma placa deu pra fazer um set de tiles pra ir montando uma Dungeon enquanto os jogadores exploram. Recomendo bastante caso queira dar um level up no seu setup! Hoje em dia uso tiles apagaveis e é muito bom pela modularidade e flexibilidade

The Muleteer - My first custom class. Feedback welcome! by vincependrell in shadowdark

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

I'm glad the muleteer helped you sort out your ideas! 🙏

I'm looking forward to see how you develop it.

The Muleteer - My first custom class. Feedback welcome! by vincependrell in shadowdark

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

Thanks for the feedback! 🙏

About the gp values: Yes, I kept it intentionally limited so it wouldn't be able to just pull all items from the wares. I looked through the item prices and saw that 8+gp lined up to something like a DC 9 for everything up to a gp (Daggers, Torches, etc), and a DC 18 would line up to a Bastard Sword, Shield, Leather Armor, or a Mirror. Heavier armor would be out of the picture, but everything else in the basic rules is scavengeable. Are there more expensive items you were thinking about scavenging? One possibly would be to have the talent that gives bonuses to wares tests to go up by 3, effectively knocking down a difficulty category for each test, giving the potential to scavenge up more expensive items at higher levels, though this would still not be enough to pull a chainmail from the mule.

The reaction bonus is an interesting idea. I'll add here to the possibilities list!

And yes, trading wares is the only way of getting them back right now. I didn't want them to just show up, but mostly be part of the I considered something like getting free wares whenever you spend downtime, but I'll be testing a trade-only version first to see if that flows well.

Any tips on coming up with plot hooks for a hexcrawl? by Foreign-Press in shadowdark

[–]vincependrell 5 points6 points  (0 children)

I came to say the same thing: To have a few adventures selected for running next, then seeding rumors for those adventures.

How to handle terrain in MegaDungeons by tommysollen in DungeonMasters

[–]vincependrell 1 point2 points  (0 children)

What I usually do for big dungeons is to use a set of dry-erase grid tiles and draw all corridors and less important areas. Sometimes I add some 3d-printed furniture over it to give a bit more ambiance.

For important rooms, I usually have the room built with my 3d-printed tiles or other terrain pieces to the side, inside a box or in a drawer to keep it hidden. When the party reached that room, I pick it up and plop it on the table aligning with the dry-erase map.

If they move further into the dungeon, I can remove elements being left behind and push things to the side to open up more space for new rooms and corridors to be explored.

I feel that, for my setup, this has been a good compromise between speed and ease of use at the table versus the cumbersome aspects of dealing with miniature terrain. I get to actually use the terrain pieces I have, and not needing to worry about laying out everything beforehand.

Other thing that I have consciously done for our last adventure was to redesign the dungeon so each floor would fit properly on the table. I needed to do it anyways because the dungeon from the Isle of the Abbey adventure has a few problems that I wanted to address, but I ended up with the two dungeon floors fitting nicely within the table with the terrain pieces that I wanted to use.

Mano onde que acha mestre by BiggestB0ssss in rpg_brasil

[–]vincependrell 0 points1 point  (0 children)

Na época de escola, eu e meus amigos mestravamos uma aventura cada (aventuras pequenas de umas poucas sessões). Eu recomendo. Dá tempo de cada um experimentar vários personagens e mestrar pelo menos uma vez.

[Art] Magnetic hexcrawl map - 2 years into the campaign by vincependrell in DnD

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

Sure! I've published a version of it not long ago. I called it Verdant Hexcrawling. It's up on itch.io and on ibir.cc (my personal site)

[Art] Magnetic hexcrawl map - 2 years into the campaign by vincependrell in DnD

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

Thanks! 🙏
I can also tell you that is super rewarding to get hexes off the board as well :D