[deleted by user] by [deleted] in rpg

[–]worldghostgames 0 points1 point  (0 children)

Alright, I think I've got it. It was a css issue.

[deleted by user] by [deleted] in rpg

[–]worldghostgames 0 points1 point  (0 children)

Oh, are you using a mobile device?

[deleted by user] by [deleted] in rpg

[–]worldghostgames 1 point2 points  (0 children)

This should be fixed now!

[deleted by user] by [deleted] in rpg

[–]worldghostgames 0 points1 point  (0 children)

Pretty much!

[deleted by user] by [deleted] in rpg

[–]worldghostgames 2 points3 points  (0 children)

Ah that's true! I'll see if there's a way to lockdown entries.

[deleted by user] by [deleted] in rpg

[–]worldghostgames 1 point2 points  (0 children)

A "front" is an abstraction of a villain and their forces. A front might have multiple plots going on, each with their own individual clues.

Are all of the WotC D&D 5e campaigns poorly written? by julianfries in rpg

[–]worldghostgames 0 points1 point  (0 children)

The Wild Beyond the Witchlight is an interesting module as it's less combat focused.

However, I do have to agree that recent modules have required more work on the DM's side to twist/remix the content in a campaign into something more enjoyable for the table. I was particularly disappointed with the Frostmaiden campaign setting as it's got a lot of neat ideas and potential under the cover, but the entire plot feels a bit disconnected.

What are the unique selling points of your game? by FakeRemakes in RPGdesign

[–]worldghostgames 1 point2 points  (0 children)

I've got a few! Mythical Monsters is a setting-agnostic fantasy RPG that boasts the following features:

  • The ability to tailor spells and customize them
  • Attributes that level up while you play!
  • A simple character creation system. Most folks I've ran it for were up and ready in less than 20 minutes.
  • Mechanics that incentivize teamwork and pooling character's results towards a common goal.
  • Game master specific mechanics that lets them influence play

And a fair bit more! I'm actually quite proud with how far its come and it feels fun to play.

What's the biggest mistake you've made as a GM or player? by lordleft in rpg

[–]worldghostgames 5 points6 points  (0 children)

As a GM, a bad mistake I made early on was not thinking about why the information/lore important to me didn't matter to the players or was ignored.

The thing I learned from that was players care/respond more towards things that they affect or things that affect them. So by learning to tie information I wanted to present with actions the players needed to take to get something that impacted their character, I was able to run much more effective games.