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Posts

  • override367override367 ALL minions Registered User regular
    edited March 15
    Goumindong wrote: »
    If there are any times in which characters should know things that players do not. Do not hesitate to tell players.(you may wait until it looks like there is a misunderstanding to avoid having to info dump on people).

    But in general, if player assumptions are wrong they're likely make choices against character beliefs or social norms. They will be unhappy if you let them given you could have straightened things out

    Yes for the love of god do this

    It causes me anxiety in chris perkins' game when one of the players says "I don't think there's anything I can do, I don't know how this works" and the DM keeps his trap shut

    the character has +8 to arcana and can cast 6th level spells maybe throw her a bone

    Always remember that your players' characters probably have a pretty solid grasp on how to act in the society they live in, its laws, and its customs, as well as how their own spells work (more so than the players)

    override367 on
    ElvenshaeitalianranmaSleepSteelhawkJustTeeMrVyngaardNipsTynnan
  • webguy20webguy20 Registered User regular
    Yea I'm fine with "I want to do X skill to X thing" but I make sure I understand the why of it in regards to what the player wants out of the roll. We have a guy at the table Im a player in and he'll roll then go "I want to intimidate" or similar. It's not very often he's just so used to it over the decade he's played that it can be hard to break him of it when I take a turn DMing every now and again.

    Part of it is our DM allows a crit on skill checks, so it's advantageous to always roll if you can. I'm of two minds. 20 is awesome, but you shouldn't be able to do impossible things.

    Steam ID: Webguy20
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    italianranma
  • italianranmaitalianranma Registered User regular
    Narbus wrote: »
    Case in point. Lets say a gnome wants to intimidate an orc. That's what the player wants to do Deciding how to adjudicate this requires you, as the GM, to know the how. if you use your method, then suddenly you have to figure out how a gnome can intimidate an orc. On the face of it, it's not going to work. But your player already rolled and hey its 19 + 4 so here you are. Thats not agency, thats RNG, and that yanks the player out of your game if they realize it or not, because the player rolled. Their done. Now YOU have to find a way to justify it. You're yanking agency away from the player because you're the one figuring out how they do what they do, and you're making a ton of work for yourself.

    Agree to disagree, but RNG is inherent to the d20 system. And honestly I feel like it's more disappointing for the player if they come up with some narrative (like using cool illusions) only to be stymied by a poor roll. And there's got to be a roll because we're playing d20 and that's how actions work. You can use your DM Fiat and house rules to circumvent the need for rolling, but then you're playing a different game where the rules aren't as clear to your players. And this game rewards things YOU like instead of what THEY like because it adheres to your expectations which the PCs probably don't know as well as you do. Regardless I don't take agency away from the player with my method: they still tell me what they want to accomplish and how they want to do it. I just help players out by adding in descriptions for how this happens using the d20 to influence the narrative. My personal technique is to always frame the characters as competent with low rolls signifying poor circumstances rather than poor performance.

    And actually at the end of the day I don't really have to know how the Gnome intimidates an Orc, just like I don't need to know how a rogue picks locks or how a wizard casts spells. I do need to know how skill checks work and when to call for them. So if the whole interaction is:

    DM: You encounter an orc guard barring your path what do you do?
    PC: I intimidate him... 19+4: 23!
    DM: You've cowed the orc into submission, he moves out of your path

    Then that's a successful, if boring, encounter that demonstrates proficiency in how the d20 system works.
    Narbus wrote: »
    I'm of two minds on it, because I have a player who is not good at coming up with arguments, but his character has 20 charisma and deception expertise

    I feel like i'm robbing him of his character's whole deal if I make him rely on only what the player can come up with

    "I want to make the guard leave by lying to him" is a completely legitimate what/how statement. There's no need for the player to do more than that.

    And I agree with you here (so long as the skill I call for is expected by the player e.g. Deception), so I'm not exactly sure why you make a distinction in your previous argument. If you don't need to know what lie the PC comes up with to fool the guard, then why would you need to know what method of intimidation a gnome uses on an orc? Why are seemingly any PCs capable of lying to guards but some races are restricted from intimidating other races without special circumstances involved? That's inconsistency, and it drives me bonkers when people do that to me. But I'm also a very Rules as Written kind of player and I know that some people are not (which is fine).

    飛べねぇ豚はただの豚だ。
    SmrtnikIvelliusElvenshae
  • SmrtnikSmrtnik job boli zub Registered User regular
    Who says the orc isn't scared if the gnome. Look at elephants with mice.
    Who says that gnome isn't going to crawl up the orc's nether regions and lay eggs there. Intimidate doesn't mean "bigger than you" it means "it scares you, not necessarily in rational grounds".

    steam_sig.png
    JusticeforPlutoElvenshae
  • ZonugalZonugal The Holiday Armadillo I'm Santa's representative for all the southern states. And Mexico!Registered User regular
    When I think of an intimidating Gnome, I think of Bricktop from Snatch.

    You don't need to be big or strong to be intimidating.

    You need to be intimidating.

    2mw6ukw.jpg
    SleepElvenshaeArthilMrVyngaardhlprmnkyTynnan
  • KhildithKhildith Registered User regular
    Strahd Campaign Update
    In the process of rescuing Ireena from the clutches of the man with a demonic right arm I may have murdered the Burgomeister in what I assume was his study.

    My party hassled me a bit but I don't feel like it was wrong to kill a guy who was harboring a kidnapper employee, who was sitting in the next room with the victim. Okay it may cause political instability and who knows what may happen to the poor average citizens of Vallaki but that didn't matter in the moment when a guy was trying to stab my characters friend.

    As a party we're not okay with the other candidate for Burgomeister taking over either, I can't recall her name Vochter, Valkner, Watcher? Something like that. So we're considering trying to seize control ourselves and put Ismark in charge, hoping that him being the son of the former Burgomeister of Barovia might lend credibility. Maybe he can pardon us for any murders we committed before he took power.

    My character is secretly delighted at this prospect, since whatever her name is has been sheltering the Coffin Maker my character so desperately wants to murder in revenge for his best friends death at the hands of a bunch of vampire spawn in the attic of his shop.

    Also on a meta note: our infiltration of the manor and eventual rescue of Ireena was the cleanest I've ever had a sneaking section go as a player in D&D. Two deaths, Izek and the Burgomeister, only one witness, the Burgomeister's son with a room full of dead cats, not the most credible witness. When we accidentally woke Izek I won initiative and got off 5 Sharpshooter crossbow shots into his chest before he even got out of bed, dealing 94(!) damage. I really expected that it would end with a full brawl with the city guard, but we planned pretty well and got away into safety before an alarm was fully raised.

    Elvenshae
  • Hexmage-PAHexmage-PA Registered User regular
    edited March 15
    Fuckkkk I've spent way too much on minis lately.

    qfcc1icu1lg1.jpg
    9n63nmel4afi.jpg
    daceygctzwts.jpg
    6g45y5vtsjgj.jpg

    Just ordered all these yesterday.

    Plus I've been making a lot on Heroforge that a friend of mine is gonna print off for me.

    Hexmage-PA on
    Friend Code: 1590-5696-7916
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    ElvenshaeBullheadMrVyngaardwebguy20DarkPrimusIvelliusNipsoverride367hlprmnky
  • SmrtnikSmrtnik job boli zub Registered User regular
    Curse of Strahd late game DMs report (Amber Temple).
    As i kind of expected them to, the party gave Exanther all of 30 seconds to talk before banishing him, upturning his room to look for valuables, and killing him as soon as he was back, and then destroying his phylactery.

    So far 3 party members took a power from the coffins (there is still one small coffin room and the large one that they haven't been to), one of them failed the chains check, and another used 2 charges of lucky to avoid failing it. They have been bullying Kasimir pretty hard, and they keep knocking out Vilnius every time he wakes up.

    I'm so using the bird on the way back.

    steam_sig.png
    Hexmage-PA
  • override367override367 ALL minions Registered User regular
    Hexmage-PA wrote: »
    Fuckkkk I've spent way too much on minis lately.

    qfcc1icu1lg1.jpg
    9n63nmel4afi.jpg
    daceygctzwts.jpg
    6g45y5vtsjgj.jpg

    Just ordered all these yesterday.

    Plus I've been making a lot on Heroforge that a friend of mine is gonna print off for me.

    I went to garycon with this much money > $$

    I spend this much money on minis > $$$$$$$$$$$$^27

    Hexmage-PA
  • Hexmage-PAHexmage-PA Registered User regular
    ...I just ordered some more today...

    Friend Code: 1590-5696-7916
    Friend Safari Type: Rock
    webguy20Ivellius
  • GaddezGaddez Registered User regular
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Richy wrote: »
    But I think the resistance I’m getting more has to do with “rawr! Loklar said it! Rage!” than anything else.

    No, it has to do with the fact that you're done nothing but throw lies, blatant flasehoods, and downright dumb statements at us so far.
  • SleepSleep Registered User regular
    Gaddez wrote: »
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Folks such as my groups that steal from modules such as this and don't run through full adventure paths pretty much ever.

    I'm really hoping there's an adventure or two for me to steal out of saltmarsh, and I will almost guarantee an encounter or two.

    Like I think there's a marked difference between say tales from the yawning portal or ghosts of salt marsh, and say dragon heist or mad mage. It's pretty difficult to crib stuff from the more coherent campaign paths like dragon queen/rise of tiamat, whereas the old school anthology books are super easy to steal from. I essentially got tales from the yawning portal to run white plume as part of mt campaign setting. I also have a few others I may run eventually, but like stealing from dragon heist? Other than monsters I'm probably stealing the cassalanters founders day party and that's it.

    Hexmage-PAIvelliusSmrtnikNipsoverride367
  • GaddezGaddez Registered User regular
    Sleep wrote: »
    Gaddez wrote: »
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Folks such as my groups that steal from modules such as this and don't run through full adventure paths pretty much ever.

    I'm really hoping there's an adventure or two for me to steal out of saltmarsh, and I will almost guarantee an encounter or two.

    Like I think there's a marked difference between say tales from the yawning portal or ghosts of salt marsh, and say dragon heist or mad mage. It's pretty difficult to crib stuff from the more coherent campaign paths like dragon queen/rise of tiamat, whereas the old school anthology books are super easy to steal from. I essentially got tales from the yawning portal to run white plume as part of mt campaign setting. I also have a few others I may run eventually, but like stealing from dragon heist? Other than monsters I'm probably stealing the cassalanters founders day party and that's it.

    Given that salt marsh is based on a series of modules stealing stuff shouldn't be a problem.

    For me though, the issue is that either I run a heavily truncated campaign or we skip salt marsh and keep running what we have while praying that the next module after it is released around the time we finish it.

    And it's not even like I was dragging my heels on heist either; we skipped entire dungeons both due to in character decisions and because I wanted to get the players onto dungeon because I figured it would be way more fun (so far this is proving true).

    Richy wrote: »
    But I think the resistance I’m getting more has to do with “rawr! Loklar said it! Rage!” than anything else.

    No, it has to do with the fact that you're done nothing but throw lies, blatant flasehoods, and downright dumb statements at us so far.
  • SleepSleep Registered User regular
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Folks such as my groups that steal from modules such as this and don't run through full adventure paths pretty much ever.

    I'm really hoping there's an adventure or two for me to steal out of saltmarsh, and I will almost guarantee an encounter or two.

    Like I think there's a marked difference between say tales from the yawning portal or ghosts of salt marsh, and say dragon heist or mad mage. It's pretty difficult to crib stuff from the more coherent campaign paths like dragon queen/rise of tiamat, whereas the old school anthology books are super easy to steal from. I essentially got tales from the yawning portal to run white plume as part of mt campaign setting. I also have a few others I may run eventually, but like stealing from dragon heist? Other than monsters I'm probably stealing the cassalanters founders day party and that's it.

    Given that salt marsh is based on a series of modules stealing stuff shouldn't be a problem.

    For me though, the issue is that either I run a heavily truncated campaign or we skip salt marsh and keep running what we have while praying that the next module after it is released around the time we finish it.

    And it's not even like I was dragging my heels on heist either; we skipped entire dungeons both due to in character decisions and because I wanted to get the players onto dungeon because I figured it would be way more fun (so far this is proving true).

    I mean im also not seeing the need to rush.

    What's wrong with having a year or two lag on content? I generally write my home game with well over a year lag between what my players are currently in and where I plan to put them for adventures.

    Elvenshae
  • GaddezGaddez Registered User regular
    Sleep wrote: »
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Folks such as my groups that steal from modules such as this and don't run through full adventure paths pretty much ever.

    I'm really hoping there's an adventure or two for me to steal out of saltmarsh, and I will almost guarantee an encounter or two.

    Like I think there's a marked difference between say tales from the yawning portal or ghosts of salt marsh, and say dragon heist or mad mage. It's pretty difficult to crib stuff from the more coherent campaign paths like dragon queen/rise of tiamat, whereas the old school anthology books are super easy to steal from. I essentially got tales from the yawning portal to run white plume as part of mt campaign setting. I also have a few others I may run eventually, but like stealing from dragon heist? Other than monsters I'm probably stealing the cassalanters founders day party and that's it.

    Given that salt marsh is based on a series of modules stealing stuff shouldn't be a problem.

    For me though, the issue is that either I run a heavily truncated campaign or we skip salt marsh and keep running what we have while praying that the next module after it is released around the time we finish it.

    And it's not even like I was dragging my heels on heist either; we skipped entire dungeons both due to in character decisions and because I wanted to get the players onto dungeon because I figured it would be way more fun (so far this is proving true).

    I mean im also not seeing the need to rush.

    What's wrong with having a year or two lag on content? I generally write my home game with well over a year lag between what my players are currently in and where I plan to put them for adventures.

    The difference is that this is something that the store hosts as opposed to a home game which can be anything from a single session to a 10 year saga.

    Also obstensibly people come to the store to play the current module, so needless to say I'm a tad bit irritated with the imbalance of module releases over the last year or so.

    Richy wrote: »
    But I think the resistance I’m getting more has to do with “rawr! Loklar said it! Rage!” than anything else.

    No, it has to do with the fact that you're done nothing but throw lies, blatant flasehoods, and downright dumb statements at us so far.
  • SleepSleep Registered User regular
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Folks such as my groups that steal from modules such as this and don't run through full adventure paths pretty much ever.

    I'm really hoping there's an adventure or two for me to steal out of saltmarsh, and I will almost guarantee an encounter or two.

    Like I think there's a marked difference between say tales from the yawning portal or ghosts of salt marsh, and say dragon heist or mad mage. It's pretty difficult to crib stuff from the more coherent campaign paths like dragon queen/rise of tiamat, whereas the old school anthology books are super easy to steal from. I essentially got tales from the yawning portal to run white plume as part of mt campaign setting. I also have a few others I may run eventually, but like stealing from dragon heist? Other than monsters I'm probably stealing the cassalanters founders day party and that's it.

    Given that salt marsh is based on a series of modules stealing stuff shouldn't be a problem.

    For me though, the issue is that either I run a heavily truncated campaign or we skip salt marsh and keep running what we have while praying that the next module after it is released around the time we finish it.

    And it's not even like I was dragging my heels on heist either; we skipped entire dungeons both due to in character decisions and because I wanted to get the players onto dungeon because I figured it would be way more fun (so far this is proving true).

    I mean im also not seeing the need to rush.

    What's wrong with having a year or two lag on content? I generally write my home game with well over a year lag between what my players are currently in and where I plan to put them for adventures.

    The difference is that this is something that the store hosts as opposed to a home game which can be anything from a single session to a 10 year saga.

    Also obstensibly people come to the store to play the current module, so needless to say I'm a tad bit irritated with the imbalance of module releases over the last year or so.

    Ah, store gaming. Do they demand you stick with current modules? Or can you switch it up. I'm not as well versed on store games or organized play.

    Steelhawk
  • GaddezGaddez Registered User regular
    Sleep wrote: »
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Folks such as my groups that steal from modules such as this and don't run through full adventure paths pretty much ever.

    I'm really hoping there's an adventure or two for me to steal out of saltmarsh, and I will almost guarantee an encounter or two.

    Like I think there's a marked difference between say tales from the yawning portal or ghosts of salt marsh, and say dragon heist or mad mage. It's pretty difficult to crib stuff from the more coherent campaign paths like dragon queen/rise of tiamat, whereas the old school anthology books are super easy to steal from. I essentially got tales from the yawning portal to run white plume as part of mt campaign setting. I also have a few others I may run eventually, but like stealing from dragon heist? Other than monsters I'm probably stealing the cassalanters founders day party and that's it.

    Given that salt marsh is based on a series of modules stealing stuff shouldn't be a problem.

    For me though, the issue is that either I run a heavily truncated campaign or we skip salt marsh and keep running what we have while praying that the next module after it is released around the time we finish it.

    And it's not even like I was dragging my heels on heist either; we skipped entire dungeons both due to in character decisions and because I wanted to get the players onto dungeon because I figured it would be way more fun (so far this is proving true).

    I mean im also not seeing the need to rush.

    What's wrong with having a year or two lag on content? I generally write my home game with well over a year lag between what my players are currently in and where I plan to put them for adventures.

    The difference is that this is something that the store hosts as opposed to a home game which can be anything from a single session to a 10 year saga.

    Also obstensibly people come to the store to play the current module, so needless to say I'm a tad bit irritated with the imbalance of module releases over the last year or so.

    Ah, store gaming. Do they demand you stick with current modules? Or can you switch it up. I'm not as well versed on store games or organized play.

    That's the rub; I more or less run the D&D program as a volunteer and try to keep things going on a more or less smooth pace to ensure that people are playing current content (both because it's what is being currently advertiesed and because it ensures people aren't repeating stuff they may very well have played in the past) and also GM's don't wind up with burn out (which can be a serious problem; Tomb of annihilation went on for 12 frikkin months and that left the GM somewhat burnt out after about 8).

    Richy wrote: »
    But I think the resistance I’m getting more has to do with “rawr! Loklar said it! Rage!” than anything else.

    No, it has to do with the fact that you're done nothing but throw lies, blatant flasehoods, and downright dumb statements at us so far.
  • ArthilArthil Registered User regular
    Honestly? Dragon Heist/Mad Mage is still current content. It will continue to be current even after Saltmarsh is released.

    PSN: Honishimo Steam UPlay: ArthilCwcuLUM.jpg
    Smrtnik
  • Hexmage-PAHexmage-PA Registered User regular
    edited 9:12AM
    Arthil wrote: »
    Honestly? Dragon Heist/Mad Mage is still current content. It will continue to be current even after Saltmarsh is released.

    Saltmarsh at least provides examples of uncommon scenarios, like seafaring and underwater exploration. That alone would have been helpful for an earlier part of my own campaign.

    Hexmage-PA at
    Friend Code: 1590-5696-7916
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  • Hexmage-PAHexmage-PA Registered User regular
    Really, though, I'd like a book about the Feywild and the Shadowfell.

    Friend Code: 1590-5696-7916
    Friend Safari Type: Rock
    joshgotro
  • SteelhawkSteelhawk Registered User regular
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Folks such as my groups that steal from modules such as this and don't run through full adventure paths pretty much ever.

    I'm really hoping there's an adventure or two for me to steal out of saltmarsh, and I will almost guarantee an encounter or two.

    Like I think there's a marked difference between say tales from the yawning portal or ghosts of salt marsh, and say dragon heist or mad mage. It's pretty difficult to crib stuff from the more coherent campaign paths like dragon queen/rise of tiamat, whereas the old school anthology books are super easy to steal from. I essentially got tales from the yawning portal to run white plume as part of mt campaign setting. I also have a few others I may run eventually, but like stealing from dragon heist? Other than monsters I'm probably stealing the cassalanters founders day party and that's it.

    Given that salt marsh is based on a series of modules stealing stuff shouldn't be a problem.

    For me though, the issue is that either I run a heavily truncated campaign or we skip salt marsh and keep running what we have while praying that the next module after it is released around the time we finish it.

    And it's not even like I was dragging my heels on heist either; we skipped entire dungeons both due to in character decisions and because I wanted to get the players onto dungeon because I figured it would be way more fun (so far this is proving true).

    I mean im also not seeing the need to rush.

    What's wrong with having a year or two lag on content? I generally write my home game with well over a year lag between what my players are currently in and where I plan to put them for adventures.

    The difference is that this is something that the store hosts as opposed to a home game which can be anything from a single session to a 10 year saga.

    Also obstensibly people come to the store to play the current module, so needless to say I'm a tad bit irritated with the imbalance of module releases over the last year or so.

    Ah, store gaming. Do they demand you stick with current modules? Or can you switch it up. I'm not as well versed on store games or organized play.

    That's the rub; I more or less run the D&D program as a volunteer and try to keep things going on a more or less smooth pace to ensure that people are playing current content (both because it's what is being currently advertiesed and because it ensures people aren't repeating stuff they may very well have played in the past) and also GM's don't wind up with burn out (which can be a serious problem; Tomb of annihilation went on for 12 frikkin months and that left the GM somewhat burnt out after about 8).

    This doesn't answer the question though... Are you forced, by some rules of in-store gaming or marketing by WotC or whatever, to run the newest modules when they come out?

    If not, I don't see that the problem is. You keep on doing what you and your players want to do.

    If yes... well... that's what in store gaming is about, right? To show the game to new players and entice them into what's on offer by the company. If your "job" is to show off the latest shiney new thing... well, unfortunately in this case, that's your job.

    I also have no idea how in store gaming/organized play works.

  • SmrtnikSmrtnik job boli zub Registered User regular
    Hexmage-PA wrote: »
    Really, though, I'd like a book about the Feywild and the Shadowfell.

    This. Also Planescape adventuring in general.

    steam_sig.png
    Steelhawkoverride367
  • SleepSleep Registered User regular
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    Sleep wrote: »
    Gaddez wrote: »
    So apparently the next Dungeons and dragons module is on the horizon, and I'm kind of annoyed about it for two reasons.

    First and foremost: it's another trip down Nostalgia lane. Don't get me wrong I appreciate old content and trips down memory lane as much as the next guy but jesus christ guys, I want to see new content and not just another "hey do you remember this classic adventure?"

    Second, I pretty much just started running Undermountain two weeks ago with my local gaming store group and as such I have around two months to try and run a satisfactory campaign through a dungeon that is 23 floors deep and had my players hyped to reach the upper limits of the level cap.

    Like jesus christ, last year was pretty much eaten by a year long slog in ToA but this year basically has us doing three? Who thought this was a good idea?

    But hey, we're getting rules for Naval combat apparently.

    Folks such as my groups that steal from modules such as this and don't run through full adventure paths pretty much ever.

    I'm really hoping there's an adventure or two for me to steal out of saltmarsh, and I will almost guarantee an encounter or two.

    Like I think there's a marked difference between say tales from the yawning portal or ghosts of salt marsh, and say dragon heist or mad mage. It's pretty difficult to crib stuff from the more coherent campaign paths like dragon queen/rise of tiamat, whereas the old school anthology books are super easy to steal from. I essentially got tales from the yawning portal to run white plume as part of mt campaign setting. I also have a few others I may run eventually, but like stealing from dragon heist? Other than monsters I'm probably stealing the cassalanters founders day party and that's it.

    Given that salt marsh is based on a series of modules stealing stuff shouldn't be a problem.

    For me though, the issue is that either I run a heavily truncated campaign or we skip salt marsh and keep running what we have while praying that the next module after it is released around the time we finish it.

    And it's not even like I was dragging my heels on heist either; we skipped entire dungeons both due to in character decisions and because I wanted to get the players onto dungeon because I figured it would be way more fun (so far this is proving true).

    I mean im also not seeing the need to rush.

    What's wrong with having a year or two lag on content? I generally write my home game with well over a year lag between what my players are currently in and where I plan to put them for adventures.

    The difference is that this is something that the store hosts as opposed to a home game which can be anything from a single session to a 10 year saga.

    Also obstensibly people come to the store to play the current module, so needless to say I'm a tad bit irritated with the imbalance of module releases over the last year or so.

    Ah, store gaming. Do they demand you stick with current modules? Or can you switch it up. I'm not as well versed on store games or organized play.

    That's the rub; I more or less run the D&D program as a volunteer and try to keep things going on a more or less smooth pace to ensure that people are playing current content (both because it's what is being currently advertiesed and because it ensures people aren't repeating stuff they may very well have played in the past) and also GM's don't wind up with burn out (which can be a serious problem; Tomb of annihilation went on for 12 frikkin months and that left the GM somewhat burnt out after about 8).

    Are you in the adventurer's league format or is it a super local thing?

  • override367override367 ALL minions Registered User regular
    edited 4:01PM
    Playing Water Deep Dragon Heist this weekend

    I hauled the 3 orphans into Kolyat Towers with the party, since they want to be adventurers! We just walked into the room where some splinter zents were playing cards, convinced them that they didn't see anything and the older human woman at the table told her colleagues to just keep playing cards and don't hear or see anything. Went upstairs and there was a cook who was also a wizard, he tried to fireball the party (which would have been bad for the 3 children that I'm irresponsibly dragging along) so I counterspelled, he got dominated and we had him tie himself up and then murdered him. The tiefling boy was quick to loot the body, the party's druid was concerned that I was teaching these habits to the kids but the girl piped up that they've been living alone on the docks and rifling through dead bodies for items is something they're used to. Natural adventurers!

    Later on, after battling a wizard-ghost (in which the boy squiddly landed 3 critical hits with the magic bow I gave him, wtf kid), I had a wild magic surge. On our greater wild magic surge table I landed a 2 (out of 300), "I wish for something I'm concerned about to be solved". This could be many things, it's up to the DM to interpret it

    Can I have enough gold to finally encrust all my possessions in diamonds? Is my character's pregnancy finally going to be over? Are the neighbors going to stop being dicks about the frequent zombie beholder attacks on trollskull alley?

    The DM said "you asked Nat if she wanted to be an immortal fey servant earlier right?", and I was like "well yeah but..." "perfect!". The girl immediately exploded like a sausage in a microwave. I had to cast calm emotions on the other two to get them to stop freaking out. The druid said "Well, that took longer than I expected" (in how long it would take for one of them to get killed)

    Keeping in mind my character is a fey, formerly an evil winter variety, he said that I would have to sacrifice a chicken, crush a diamond, and locate the girl's heart in the incredibly messy room and eat it. I polymorphed a random zent from another room into a chicken and hit him with Blight at 5th level, crushed up a diamond I had, and ate the heart. A globe of magical darkness appeared and when it disappeared, Nat was back, the room was clean, it was as if nothing happened - the only difference being she was effortlessly hovering slightly off the ground and telepathically asking me for orders

    "See" I told the party "you guys should have faith in me, she's fine!".*

    After some encouragement from the party I agreed to send the three of them to school instead of dragging them into dungeons where errant surges of wild magic might blow them up. I won my deception check against all of their insights.

    *A side note, I DID death ward all 3 of them, which didn't help against a DM gaining access to a Wish from a wild magic surge to use against us, AND I bought a preposterously expensive Scroll of Resurrection just in case

    override367 at
  • override367override367 ALL minions Registered User regular
    edited 4:02PM
    Smrtnik wrote: »
    Hexmage-PA wrote: »
    Really, though, I'd like a book about the Feywild and the Shadowfell.

    This. Also Planescape adventuring in general.

    So disappointed Mordenkainen's didn't have this. It should have had a whole chapter on sigil, and another on the feywild (including notable locations and possible types of encounters)

    override367 at
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