A friend and I finally convinced some other dudes to try D&D, but I forgot I had to actually think of a scenario for them to try. Any ideas for a basic introduction to this? I've never DM'd before and have only played this once.
If you're JUST starting out as a DM, and are still fairly new to D&D itself, I'm sure there are pre-made modules out there that are suitable for beginner DMs.
The very first step, though, is to give the DMG a good read through and make sure you understand at least the basics.
Are they just downloadable? Where can I pick them up?
The new red box is a REALLY good primer, both for you and your players, and it's super cheap. I heartily recommend it.
WotC also have a free 1st-level adventure plus some other useful stuff (quick start rules, free version of character generator, another adventure) at their test drive D&D page, specifically designed to pool all their 'try this out and see if you like it' resources in one place.
Keep on the Shadowfell is a decent enough adventure, I guess, but it also has neat DM tips in sidebars if you haven't run an adventure before. It's a pretty good starting point if you haven't run a game before.
that somehow manages to look even lamer than LARPing
Thats honestly what I thought. I already play DnD, so thats my limit I thought. But when my roomate talked me into it I met a lot of really cool people there and a lot of them are super in shape. For instance, the roommate in question had just gotten out of Basic for the National Guard, there was a super nerdy guy at one of the events who was roleplaying wearing full plate armor and when he took it off it was like Steve Eurkel but with a 6 pack. Also it was fun.
I could be down to smash into some duders as part of a game
the roleplaying bit would be pretty weird to deal with though
that somehow manages to look even lamer than LARPing
Thats honestly what I thought. I already play DnD, so thats my limit I thought. But when my roomate talked me into it I met a lot of really cool people there and a lot of them are super in shape. For instance, the roommate in question had just gotten out of Basic for the National Guard, there was a super nerdy guy at one of the events who was roleplaying wearing full plate armor and when he took it off it was like Steve Eurkel but with a 6 pack. Also it was fun.
Is that the one that's basically SCA but rather than live steel and fencing rules it's foam weapons and full contact?
E: And you can be an elf if you want, I think?
Cymril on
Shut up Francis. Something about Vietnam. Horseshit.
D3: Cymril#1411 || League of Legends/Steam/Xbox/Origin: Cymril
I played a game of Castle Ravenloft tonight. It was pretty fun! But I died. I get the feeling that happens a lot. Also, I'm hitting up the local game store to see if they have any copies of Betrayal at House on the Hill tomorrow. I probably shouldn't buy it (and I'm not expecting them to have it) but I might.
In my last D&D game I played a rogue and my gf's friend played a cleric. I basically did nothing while he healed, tanked, and killed everything. I think I picked a lock or something.
Basically what I'm saying is always play a Cleric.
Caveman Paws on
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
it's not that they aren't balanced, it's that they're not fun
I mean, the slayer variant of fighter is possibly the most boring thing I've ever seen for 4th Ed.
I haven't gotten a chance to look at all the new things but i've only heard good things.
No, he's got it.
Mechanically, they're pretty sound, and in some cases (like the knight's aura) are a bit better than their regular counterparts. Its just that they're kinda bland because they sacrifice daily and encounter powers, and really any choice outside of utilities and initial stances, for being good at their one niche.
A regular fighter can draw all enemies within a certain radius to him, multiattack, and suplex a dragon. Slayers just hit things with a really large damage bonus, and Knights are pretty much a walking obstacle.
Not to say that they're worthless or anything. With the slayer you can do things you couldn't otherwise do with a fighter, like base it around ranged weaponry, or grab melee training and do a fighter based off Charisma or something with only a small hit in damage.
That said, some of them seem to be made for people who are either intimidated by building characters, or for people who think that a fighter being able to stab one guy over here, and then another guy over here is heretic witchcraft.
that somehow manages to look even lamer than LARPing
Thats honestly what I thought. I already play DnD, so thats my limit I thought. But when my roomate talked me into it I met a lot of really cool people there and a lot of them are super in shape. For instance, the roommate in question had just gotten out of Basic for the National Guard, there was a super nerdy guy at one of the events who was roleplaying wearing full plate armor and when he took it off it was like Steve Eurkel but with a 6 pack. Also it was fun.
Is that the one that's basically SCA but rather than live steel and fencing rules it's foam weapons and full contact?
i can play tonight, how likely are we to get more then two people this time
Squall on
0
Mostlyjoe13Evil, Evil, Jump for joy!Registered Userregular
edited October 2010
Anyone looking at the new Gamma World?
The card bit is a bit meh, but so far the previews look most awesome. I want to play a Roach/Android myself. But knowing my luck I'll be a Felinoid/Vampire or some glittery nonsense.
A friend and I finally convinced some other dudes to try D&D, but I forgot I had to actually think of a scenario for them to try. Any ideas for a basic introduction to this? I've never DM'd before and have only played this once.
If you're JUST starting out as a DM, and are still fairly new to D&D itself, I'm sure there are pre-made modules out there that are suitable for beginner DMs.
The very first step, though, is to give the DMG a good read through and make sure you understand at least the basics.
Are they just downloadable? Where can I pick them up?
The new red box is a REALLY good primer, both for you and your players, and it's super cheap. I heartily recommend it.
WotC also have a free 1st-level adventure plus some other useful stuff (quick start rules, free version of character generator, another adventure) at their test drive D&D page, specifically designed to pool all their 'try this out and see if you like it' resources in one place.
Keep on the Shadowfell is a decent enough adventure, I guess, but it also has neat DM tips in sidebars if you haven't run an adventure before. It's a pretty good starting point if you haven't run a game before.
This is what I'm running for my first session as a DM and so far so good. I'm changing bits related to the story and adding characters and I feel I will eventually break away from all the pre-made content.
It takes a lot of pressure off because I can fall back on some premade area descriptions and NPC dialogue and focus on how to actually RUN a game for a few sessions.
It's funny, I never was into DnD as a teen but playing in recent years has really made me wish I was a part of that group of kids.
that somehow manages to look even lamer than LARPing
Thats honestly what I thought. I already play DnD, so thats my limit I thought. But when my roomate talked me into it I met a lot of really cool people there and a lot of them are super in shape. For instance, the roommate in question had just gotten out of Basic for the National Guard, there was a super nerdy guy at one of the events who was roleplaying wearing full plate armor and when he took it off it was like Steve Eurkel but with a 6 pack. Also it was fun.
Is that the one that's basically SCA but rather than live steel and fencing rules it's foam weapons and full contact?
E: And you can be an elf if you want, I think?
Yeah, thats the one
I was looking into some of that a while ago. The weapon making tutorials were pretty neat looking. This one guy made a pretty badass looking halbred.
Cymril on
Shut up Francis. Something about Vietnam. Horseshit.
D3: Cymril#1411 || League of Legends/Steam/Xbox/Origin: Cymril
0
Indie Winterdie KräheRudi Hurzlmeier (German, b. 1952)Registered Userregular
edited October 2010
last session my cestus wearing teutonic knight dropped a gigantic cross on a hellish, meatmade demonspider. feelsgoodman.jpg
Zonugal(He/Him) The Holiday ArmadilloI'm Santa's representative for all the southern states. And Mexico!Registered Userregular
edited October 2010
"We have to go deeper."
Inception the Roleplaying Game is a template-style system created to be applied to any pre-existing roleplaying system which handles a modern setting. Inception the Roleplaying Game itself is a free-form system, using only guidelines as means to allow further adaption when used in conjunction with other systems.
Inception the Roleplaying Game, based off the film by Christopher Nolan, is a heist-themed game of metaphysical conundrums and subconscious challenges. It is a difficult game to run so novice game masters should be wary of running such a game as they may become overwhelmed with the level of difficulty involved. Disclaimer aside, Inception the Roleplaying Game is a highly complex game which allows a rare treat of the game master to be a player and the players to be game masters in their own respects. Traditional roleplaying responsibilities are morphed and transformed during play.
The Set-Up “You're asking me for Inception. I hope you do understand the gravity of that request.”
Inception is a one-shot roleplaying game. To stretch out the experience beyond a single experience is to immediately destroy it, so when one considers to set-up a game of Inception ample time should be provided. Inception requires no resources besides some scraps of paper but further supplemental resources will be discussed to make the experience more enjoyable.
The first order of business is the game master settling on a specific idea that is to be planted by the players via Inception. For first-time players basic emotional concepts (“Hate your brother,” “Love this woman,” “Be afraid of this item.”) are recommended but more complicated ideas (“Move your business to the coast,” “Move to Germany,” “Your brother-in-law to be isn’t right for your sister.”) can offer up a new variety of challenges to players with a bit more experience.
Following that you need to construct characters to populate the story with, primarily the instigator and the mark. The instigator needs to be able to pitch the idea and explain its importance as well as their motivation regarding such a task (a possible variant is having a player be the instigator, acting off your initial idea, and than transform into the role of the tourist). The mark on the other hand needs to have a complete back-story constructed by the game master, who will after all be playing said character during the game. After those two characters are created a plethora of additional entities may be developed in consideration with the story. Such supplemental characters may be: The Confidante: Either a best friend, mentor or relative who happens to be very important to the Mark. This individual is usually portrayed by the forger during the game as they happen to be the one the Mark trusts most. Relatives: Any emotional strings pulled will tie back to one’s relatives so it wise to plan accordingly. The Shade: A mysterious character who plagues the players (perhaps one specifically), this can act as your ‘wild card’ during the game. When constructing the shade work with a player to develop a back-story/motivation for such an entity (it need not be an actual person, but possibly an idea personified).
No matter how many supplemental characters are created a physical dossier (one for each player) should be made in addition containing a back-story including answers to questions the players may have pertaining to such individual.
With that said all that is left is managing the time aspect. While the film plays with a something around a ten multiplier for each additional level, this is almost impossible to maintain during a game. Instead an hour system will be employed creating a deadline effect as well as allowing a system of kicks to be accurately maintained. In a standard game operating with three levels the time ratio should be: thirty minutes for the first level, an hour for the second level and an hour & a half for the third level. Having three to four stop watches is highly recommended as is labeling and decorating them so to alert the players of their deadlines. It is of the gravest importance that when shifting from the activities of one level to another that the active level’s stop watch is stopped and the soon to be active stop watch is activated. This will maintain balance and also allow for an easier application of one level’s traits shifting (the introduction of an outside element or alteration of gravity).
The Roles “There's one thing you should know about me. I specialize in a very specific type of security, subconscious security.”
Inception contains very specialized roles within it but does not constrain the creativity to break from such pre-designed roles, that is to say these are mere guidelines for assigning players to tasks.
The Extractor: This individual is the prime operative during the plan and dedicates himself to the protection and manipulation of the mark. They also act as the ‘leader’ during the plan and the liaison to the instigator. As a means to keep up spontaneous reactions, it is recommended that the Extractor is not shown the map during its creation. The Point Man: This individual is the prime researcher of all issues related to the Mark: Business, education, relatives, hobbies, everything. They also typically act as the second hand the Extractor. All research, however displayed, is given solely to the Point Man who than must redistribute such research to the other players. The Architect: This individual is the prime designer of each level in accordance with the plan. They also may engage in the alteration and manipulation of each level while active inside it. In addition the Architect is known to largely work in conjunction with the Point Man, after having conducted research, in designing the levels of the dream. The Forger: This individual is the prime beguiler within the plan, designated with impersonating however many individual’s in accordance with the necessity of the plan. The Chemist: This individual is the prime manager of assigning the correct amount of sedative to every individual involved in the sleep process as well the individual person tasked with keeping track of the correlation of time within each level. This role, while important, can be portrayed by the game master as it happens to be not as exciting as the other roles. The Tourist: This individual is the prime wild card within the plan, typically the Instigator who has demanded inclusion in the plan. This individual is not told any research, shown any maps or revealed any of the plan before the plan is activated.
The Execution “If we are gonna perform Inception then we need imagination.”
After disclosing the roles, research and any other necessary items the players have as long as they desire to construct a plan. A standard game should run for four hours: thirty minutes to meet-up & debrief, thirty minutes to engage the Mark & bring them into the dream, thirty minutes for the first level, an hour for the second level and an hour & a half for the third level. For plans reaching beyond three levels simply continue to add thirty minutes onto the previous length of the previous level (two hours for the fourth level, two & a half hours for the fifth level…).
In regards to "the kicks" it is crucial to maintain a focus on the time disparities between levels. Alterations to the gravity, auditory inclusions and so much more can be brought into the dreams through the plans & actions of the players.
One last important note is a mind's subconscious. Depending on the Mark the subconscious may have a template of specific defense or even take a more unorthodox approach to how their subconscious attempts to protect them from the player's assault. In general the moment the subconscious is confirmed of the presence of players (either through their world being altered, the forger seen shaping their appearance, or other noticeable changes) should be when the defense is heightened to it's most lethal.
Hopefully all of this can aid you in constructing a vivid & new experience for your roleplaying experience.
So I'm going to be running a thing this Saturday. Wanted to do something with a real classic D&D feeling, but I didn't feel like using the system (using [100%] instead), and, as always, I felt the need to do something weird with the setting.
I decided to focus on the anachronism that pops up a lot in D&D games, and just go whole-hog with it.
The team warrior decked out in a chainmail shirt, longsword, and jeans. The ranger wearing a forest green hoodie and carrying a hunting rifle. Rolling into a tavern, ordering a Diet Vanilla Mead, and telling the wizard to go throw a copper in the Juke Box.
I plan to play up the whole "Adventurer" as something akin to being a rockstar - most people dream about it as kids, some even grab a sword, maybe slay a couple monsters in their youth, but it takes real talent and dedication to make it big.
I wanted guns in the setting, but I've made them all bolt-action or breach-loaded to lower their firing rate back down to something similar to bows or crossbows.
Gasien's Oil (or Gas, as it's known colloquially) will be a major thing in the setting, as it serves as fuel for all manner of modern conveniences - generators, auto-pumps, microwaves, televisions, etc. As well as being a potent spell component due to its arcane properties.
Monsters will all be thrown into a single overarching species called Dudges - semifungal, resilient, highly adaptive creatures that feed on Gas and have a tendency to grow fat and powerful when given enough time.
The first mission will involve the party doing someone a favor in order to get a vehicle they can use for the rest of the campaign. I plan to give them a choice between a Folkwagon Bus, a Nord Pickup, and a Chariota Hatchback.
SHOULD I GET THE RED BOX AND WHAT COMES IN IT ALSO HELLO EVERYONE
Depends on what you want to do.
The Red Box is pretty much a starter set. You get a book, a CYOA thingie, and rules for up to level 3 or so with the Essentials classes, and I think an adventure. If you want to get a few people who have had no experience whatsoever into RPGs, grab that.
If you have people who've done this stuff before, you have two options. You can grab the Rules Compendium and Heroes of Fallen Lands for the Essentials stuff (which, despite my rant earlier, I rather like overall), or you can grab the Rules Compendium with the original PHB and go from there.
So I'm going to be running a thing this Saturday. Wanted to do something with a real classic D&D feeling, but I didn't feel like using the system (using [100%] instead), and, as always, I felt the need to do something weird with the setting.
I decided to focus on the anachronism that pops up a lot in D&D games, and just go whole-hog with it.
The team warrior decked out in a chainmail shirt, longsword, and jeans. The ranger wearing a forest green hoodie and carrying a hunting rifle. Rolling into a tavern, ordering a Diet Vanilla Mead, and telling the wizard to go throw a copper in the Juke Box.
I plan to play up the whole "Adventurer" as something akin to being a rockstar - most people dream about it as kids, some even grab a sword, maybe slay a couple monsters in their youth, but it takes real talent and dedication to make it big.
I wanted guns in the setting, but I've made them all bolt-action or breach-loaded to lower their firing rate back down to something similar to bows or crossbows.
Gasien's Oil (or Gas, as it's known colloquially) will be a major thing in the setting, as it serves as fuel for all manner of modern conveniences - generators, auto-pumps, microwaves, televisions, etc. As well as being a potent spell component due to its arcane properties.
Monsters will all be thrown into a single overarching species called Dudges - semifungal, resilient, highly adaptive creatures that feed on Gas and have a tendency to grow fat and powerful when given enough time.
The first mission will involve the party doing someone a favor in order to get a vehicle they can use for the rest of the campaign. I plan to give them a choice between a Folkwagon Bus, a Nord Pickup, and a Chariota Hatchback.
That sounds kinda awesome.
I would like to subscribe to your newsletter.
Tallahasseeriel on
0
FishmanPut your goddamned hand in the goddamned Box of Pain.Registered Userregular
So I'm going to be running a thing this Saturday. Wanted to do something with a real classic D&D feeling, but I didn't feel like using the system (using [100%] instead), and, as always, I felt the need to do something weird with the setting.
I decided to focus on the anachronism that pops up a lot in D&D games, and just go whole-hog with it.
The team warrior decked out in a chainmail shirt, longsword, and jeans. The ranger wearing a forest green hoodie and carrying a hunting rifle. Rolling into a tavern, ordering a Diet Vanilla Mead, and telling the wizard to go throw a copper in the Juke Box.
I plan to play up the whole "Adventurer" as something akin to being a rockstar - most people dream about it as kids, some even grab a sword, maybe slay a couple monsters in their youth, but it takes real talent and dedication to make it big.
I wanted guns in the setting, but I've made them all bolt-action or breach-loaded to lower their firing rate back down to something similar to bows or crossbows.
Gasien's Oil (or Gas, as it's known colloquially) will be a major thing in the setting, as it serves as fuel for all manner of modern conveniences - generators, auto-pumps, microwaves, televisions, etc. As well as being a potent spell component due to its arcane properties.
Monsters will all be thrown into a single overarching species called Dudges - semifungal, resilient, highly adaptive creatures that feed on Gas and have a tendency to grow fat and powerful when given enough time.
The first mission will involve the party doing someone a favor in order to get a vehicle they can use for the rest of the campaign. I plan to give them a choice between a Folkwagon Bus, a Nord Pickup, and a Chariota Hatchback.
Nice.
Although I'd probably also introduce a higher tier 'monster' as something different to a Dudge; any bluegrass axe grinder can fell a Dudge, but only the all-pros can bring down an Abbadageddon.
Neologisms, Ho!
I mean, it's probably not missing from your game if you don't use it, but it's something I like to have for my campaign; I like to be able to put something down and have the players go "Whoa. Uh, are we prepared or this?". Something analogous to a Dragon or monster-of-legend so that people know it's brown trousers time, without the necessity of building that fear from a description of canned text. By the time I read a piece of text, I want my players to already be sweating.
So I'm going to be running a thing this Saturday. Wanted to do something with a real classic D&D feeling, but I didn't feel like using the system (using [100%] instead), and, as always, I felt the need to do something weird with the setting.
I decided to focus on the anachronism that pops up a lot in D&D games, and just go whole-hog with it.
The team warrior decked out in a chainmail shirt, longsword, and jeans. The ranger wearing a forest green hoodie and carrying a hunting rifle. Rolling into a tavern, ordering a Diet Vanilla Mead, and telling the wizard to go throw a copper in the Juke Box.
I plan to play up the whole "Adventurer" as something akin to being a rockstar - most people dream about it as kids, some even grab a sword, maybe slay a couple monsters in their youth, but it takes real talent and dedication to make it big.
I wanted guns in the setting, but I've made them all bolt-action or breach-loaded to lower their firing rate back down to something similar to bows or crossbows.
Gasien's Oil (or Gas, as it's known colloquially) will be a major thing in the setting, as it serves as fuel for all manner of modern conveniences - generators, auto-pumps, microwaves, televisions, etc. As well as being a potent spell component due to its arcane properties.
Monsters will all be thrown into a single overarching species called Dudges - semifungal, resilient, highly adaptive creatures that feed on Gas and have a tendency to grow fat and powerful when given enough time.
The first mission will involve the party doing someone a favor in order to get a vehicle they can use for the rest of the campaign. I plan to give them a choice between a Folkwagon Bus, a Nord Pickup, and a Chariota Hatchback.
Nice.
Although I'd probably also introduce a higher tier 'monster' as something different to a Dudge; any bluegrass axe grinder can fell a Dudge, but only the all-pros can bring down an Abbadageddon.
Neologisms, Ho!
I mean, it's probably not missing from your game if you don't use it, but it's something I like to have for my campaign; I like to be able to put something down and have the players go "Whoa. Uh, are we prepared or this?". Something analogous to a Dragon or monster-of-legend so that people know it's brown trousers time, without the necessity of building that fear from a description of canned text. By the time I read a piece of text, I want my players to already be sweating.
Oh, absolutely. Basically...
Dudges are pretty much bestial, with only a few of them showing even caveman-like wile, however, it turns out that, if you leave Dudges to stew, or if a Dudge just gets a hold of a high volume of Gas, they begin to mutate in bizarre, dangerous new ways.
Some develop magical powers, some go into a violent frenzy, and occasionally one will develop sentience. A sentient Dudge is a dangerous thing - due in part for his ability to organize other Dudges.
Also on the table: Crazy Egyptian-themed culture in a far off land who custom-breed Dudges as a form of biotech, Dudge-infections (due to Dudge bites spreading Dudge-spores into human systems), and maybe...
The reveal that prolonged exposure to/ingestion of Gas will cause disturbing, arcane mutations.
Zonugal(He/Him) The Holiday ArmadilloI'm Santa's representative for all the southern states. And Mexico!Registered Userregular
edited October 2010
So Friday I run the first session of my science-fiction campaign, based of the struggles of African Americans & the Underground Railroad, titled Bigotry & Bolts.
While the players all chose rather mundane service-based robots they have actually fallen into pretty stereotypical roles (face, tank, warrior, mage, healer).
Also, I just finished creating the main antagonist who will hunt them down throughout the campaign and well he's essentially this guy:
I've really been trying to stress how they should avoid running into the dude.
Zonugal on
0
FishmanPut your goddamned hand in the goddamned Box of Pain.Registered Userregular
So Friday I run the first session of my science-fiction campaign, based of the struggles of African Americans & the Underground Railroad, titled Bigotry & Bolts.
While the players all chose rather mundane service-based robots they have actually fallen into pretty stereotypical roles (face, tank, warrior, mage, healer).
Also, I just finished creating the main antagonist who will hunt them down throughout the campaign and well he's essentially this guy:
I've really been trying to stress how they should avoid running into the dude.
Posts
WotC also have a free 1st-level adventure plus some other useful stuff (quick start rules, free version of character generator, another adventure) at their test drive D&D page, specifically designed to pool all their 'try this out and see if you like it' resources in one place.
http://www.wizards.com/DnD/TryDnD.aspx
Keep on the Shadowfell is a decent enough adventure, I guess, but it also has neat DM tips in sidebars if you haven't run an adventure before. It's a pretty good starting point if you haven't run a game before.
Really? cause everyone i hear says otherwise (that the classes are okay and should stack up alright in lower levels against the others)
I mean, the slayer variant of fighter is possibly the most boring thing I've ever seen for 4th Ed.
I could be down to smash into some duders as part of a game
the roleplaying bit would be pretty weird to deal with though
I haven't gotten a chance to look at all the new things but i've only heard good things.
Who is capable of doing so?
Because I believe I am, and would certainly like to play.
Got rehearsal
Is that the one that's basically SCA but rather than live steel and fencing rules it's foam weapons and full contact?
E: And you can be an elf if you want, I think?
D3: Cymril#1411 || League of Legends/Steam/Xbox/Origin: Cymril
Plus, extra healing with Lance of Faith.
D3: Cymril#1411 || League of Legends/Steam/Xbox/Origin: Cymril
Basically what I'm saying is always play a Cleric.
No, he's got it.
Mechanically, they're pretty sound, and in some cases (like the knight's aura) are a bit better than their regular counterparts. Its just that they're kinda bland because they sacrifice daily and encounter powers, and really any choice outside of utilities and initial stances, for being good at their one niche.
A regular fighter can draw all enemies within a certain radius to him, multiattack, and suplex a dragon. Slayers just hit things with a really large damage bonus, and Knights are pretty much a walking obstacle.
Not to say that they're worthless or anything. With the slayer you can do things you couldn't otherwise do with a fighter, like base it around ranged weaponry, or grab melee training and do a fighter based off Charisma or something with only a small hit in damage.
That said, some of them seem to be made for people who are either intimidated by building characters, or for people who think that a fighter being able to stab one guy over here, and then another guy over here is heretic witchcraft.
Yeah, thats the one
The card bit is a bit meh, but so far the previews look most awesome. I want to play a Roach/Android myself. But knowing my luck I'll be a Felinoid/Vampire or some glittery nonsense.
Still, Gamma World, wackiness abounds.
bleh sorry dudes
This is what I'm running for my first session as a DM and so far so good. I'm changing bits related to the story and adding characters and I feel I will eventually break away from all the pre-made content.
It takes a lot of pressure off because I can fall back on some premade area descriptions and NPC dialogue and focus on how to actually RUN a game for a few sessions.
It's funny, I never was into DnD as a teen but playing in recent years has really made me wish I was a part of that group of kids.
Secret Satan
I was looking into some of that a while ago. The weapon making tutorials were pretty neat looking. This one guy made a pretty badass looking halbred.
D3: Cymril#1411 || League of Legends/Steam/Xbox/Origin: Cymril
I love that there are sentences like this
i managed to snag one, but i can't get anyone around here to play it on zero notice
"We have to go deeper."
Inception the Roleplaying Game is a template-style system created to be applied to any pre-existing roleplaying system which handles a modern setting. Inception the Roleplaying Game itself is a free-form system, using only guidelines as means to allow further adaption when used in conjunction with other systems.
Inception the Roleplaying Game, based off the film by Christopher Nolan, is a heist-themed game of metaphysical conundrums and subconscious challenges. It is a difficult game to run so novice game masters should be wary of running such a game as they may become overwhelmed with the level of difficulty involved. Disclaimer aside, Inception the Roleplaying Game is a highly complex game which allows a rare treat of the game master to be a player and the players to be game masters in their own respects. Traditional roleplaying responsibilities are morphed and transformed during play.
The Set-Up
“You're asking me for Inception. I hope you do understand the gravity of that request.”
Inception is a one-shot roleplaying game. To stretch out the experience beyond a single experience is to immediately destroy it, so when one considers to set-up a game of Inception ample time should be provided. Inception requires no resources besides some scraps of paper but further supplemental resources will be discussed to make the experience more enjoyable.
The first order of business is the game master settling on a specific idea that is to be planted by the players via Inception. For first-time players basic emotional concepts (“Hate your brother,” “Love this woman,” “Be afraid of this item.”) are recommended but more complicated ideas (“Move your business to the coast,” “Move to Germany,” “Your brother-in-law to be isn’t right for your sister.”) can offer up a new variety of challenges to players with a bit more experience.
Following that you need to construct characters to populate the story with, primarily the instigator and the mark. The instigator needs to be able to pitch the idea and explain its importance as well as their motivation regarding such a task (a possible variant is having a player be the instigator, acting off your initial idea, and than transform into the role of the tourist). The mark on the other hand needs to have a complete back-story constructed by the game master, who will after all be playing said character during the game. After those two characters are created a plethora of additional entities may be developed in consideration with the story. Such supplemental characters may be:
The Confidante: Either a best friend, mentor or relative who happens to be very important to the Mark. This individual is usually portrayed by the forger during the game as they happen to be the one the Mark trusts most.
Relatives: Any emotional strings pulled will tie back to one’s relatives so it wise to plan accordingly.
The Shade: A mysterious character who plagues the players (perhaps one specifically), this can act as your ‘wild card’ during the game. When constructing the shade work with a player to develop a back-story/motivation for such an entity (it need not be an actual person, but possibly an idea personified).
No matter how many supplemental characters are created a physical dossier (one for each player) should be made in addition containing a back-story including answers to questions the players may have pertaining to such individual.
With that said all that is left is managing the time aspect. While the film plays with a something around a ten multiplier for each additional level, this is almost impossible to maintain during a game. Instead an hour system will be employed creating a deadline effect as well as allowing a system of kicks to be accurately maintained. In a standard game operating with three levels the time ratio should be: thirty minutes for the first level, an hour for the second level and an hour & a half for the third level. Having three to four stop watches is highly recommended as is labeling and decorating them so to alert the players of their deadlines. It is of the gravest importance that when shifting from the activities of one level to another that the active level’s stop watch is stopped and the soon to be active stop watch is activated. This will maintain balance and also allow for an easier application of one level’s traits shifting (the introduction of an outside element or alteration of gravity).
The Roles
“There's one thing you should know about me. I specialize in a very specific type of security, subconscious security.”
Inception contains very specialized roles within it but does not constrain the creativity to break from such pre-designed roles, that is to say these are mere guidelines for assigning players to tasks.
The Extractor: This individual is the prime operative during the plan and dedicates himself to the protection and manipulation of the mark. They also act as the ‘leader’ during the plan and the liaison to the instigator. As a means to keep up spontaneous reactions, it is recommended that the Extractor is not shown the map during its creation.
The Point Man: This individual is the prime researcher of all issues related to the Mark: Business, education, relatives, hobbies, everything. They also typically act as the second hand the Extractor. All research, however displayed, is given solely to the Point Man who than must redistribute such research to the other players.
The Architect: This individual is the prime designer of each level in accordance with the plan. They also may engage in the alteration and manipulation of each level while active inside it. In addition the Architect is known to largely work in conjunction with the Point Man, after having conducted research, in designing the levels of the dream.
The Forger: This individual is the prime beguiler within the plan, designated with impersonating however many individual’s in accordance with the necessity of the plan.
The Chemist: This individual is the prime manager of assigning the correct amount of sedative to every individual involved in the sleep process as well the individual person tasked with keeping track of the correlation of time within each level. This role, while important, can be portrayed by the game master as it happens to be not as exciting as the other roles.
The Tourist: This individual is the prime wild card within the plan, typically the Instigator who has demanded inclusion in the plan. This individual is not told any research, shown any maps or revealed any of the plan before the plan is activated.
The Execution
“If we are gonna perform Inception then we need imagination.”
After disclosing the roles, research and any other necessary items the players have as long as they desire to construct a plan. A standard game should run for four hours: thirty minutes to meet-up & debrief, thirty minutes to engage the Mark & bring them into the dream, thirty minutes for the first level, an hour for the second level and an hour & a half for the third level. For plans reaching beyond three levels simply continue to add thirty minutes onto the previous length of the previous level (two hours for the fourth level, two & a half hours for the fifth level…).
In regards to "the kicks" it is crucial to maintain a focus on the time disparities between levels. Alterations to the gravity, auditory inclusions and so much more can be brought into the dreams through the plans & actions of the players.
One last important note is a mind's subconscious. Depending on the Mark the subconscious may have a template of specific defense or even take a more unorthodox approach to how their subconscious attempts to protect them from the player's assault. In general the moment the subconscious is confirmed of the presence of players (either through their world being altered, the forger seen shaping their appearance, or other noticeable changes) should be when the defense is heightened to it's most lethal.
Hopefully all of this can aid you in constructing a vivid & new experience for your roleplaying experience.
I decided to focus on the anachronism that pops up a lot in D&D games, and just go whole-hog with it.
The team warrior decked out in a chainmail shirt, longsword, and jeans. The ranger wearing a forest green hoodie and carrying a hunting rifle. Rolling into a tavern, ordering a Diet Vanilla Mead, and telling the wizard to go throw a copper in the Juke Box.
I plan to play up the whole "Adventurer" as something akin to being a rockstar - most people dream about it as kids, some even grab a sword, maybe slay a couple monsters in their youth, but it takes real talent and dedication to make it big.
I wanted guns in the setting, but I've made them all bolt-action or breach-loaded to lower their firing rate back down to something similar to bows or crossbows.
Gasien's Oil (or Gas, as it's known colloquially) will be a major thing in the setting, as it serves as fuel for all manner of modern conveniences - generators, auto-pumps, microwaves, televisions, etc. As well as being a potent spell component due to its arcane properties.
Monsters will all be thrown into a single overarching species called Dudges - semifungal, resilient, highly adaptive creatures that feed on Gas and have a tendency to grow fat and powerful when given enough time.
The first mission will involve the party doing someone a favor in order to get a vehicle they can use for the rest of the campaign. I plan to give them a choice between a Folkwagon Bus, a Nord Pickup, and a Chariota Hatchback.
Depends on what you want to do.
The Red Box is pretty much a starter set. You get a book, a CYOA thingie, and rules for up to level 3 or so with the Essentials classes, and I think an adventure. If you want to get a few people who have had no experience whatsoever into RPGs, grab that.
If you have people who've done this stuff before, you have two options. You can grab the Rules Compendium and Heroes of Fallen Lands for the Essentials stuff (which, despite my rant earlier, I rather like overall), or you can grab the Rules Compendium with the original PHB and go from there.
And one of the monster manuals, in either case.
That sounds kinda awesome.
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Nice.
Although I'd probably also introduce a higher tier 'monster' as something different to a Dudge; any bluegrass axe grinder can fell a Dudge, but only the all-pros can bring down an Abbadageddon.
I mean, it's probably not missing from your game if you don't use it, but it's something I like to have for my campaign; I like to be able to put something down and have the players go "Whoa. Uh, are we prepared or this?". Something analogous to a Dragon or monster-of-legend so that people know it's brown trousers time, without the necessity of building that fear from a description of canned text. By the time I read a piece of text, I want my players to already be sweating.
Oh, absolutely. Basically...
Some develop magical powers, some go into a violent frenzy, and occasionally one will develop sentience. A sentient Dudge is a dangerous thing - due in part for his ability to organize other Dudges.
Also on the table: Crazy Egyptian-themed culture in a far off land who custom-breed Dudges as a form of biotech, Dudge-infections (due to Dudge bites spreading Dudge-spores into human systems), and maybe...
While the players all chose rather mundane service-based robots they have actually fallen into pretty stereotypical roles (face, tank, warrior, mage, healer).
Also, I just finished creating the main antagonist who will hunt them down throughout the campaign and well he's essentially this guy:
I've really been trying to stress how they should avoid running into the dude.
Tāngata whenua represent.