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Post by Doghouse Reilly on Mar 16, 2024 17:42:24 GMT -5
Here's an vid with player advice for approaching sandbox games for players who aren't used to this approach (with the advent of adventure campaigns as the norm this is not unusual with newish players in modern gaming). But the advice he gives is applicable to all players in any style of D&D campaign play-engage with the setting and NPCs, ask questions, make decisions, don't run away from the story/content and keep the DM inthe loop about what your characters want to do. Lots of solid advice, even if the presenter isn't the most charismatic presenter... -M As a solo player, sandbox play is all I do. Even when I play with my daughter, neither one of us is a GM - we improv the story. I assume that nothing but sandbox play for somebody who is GMing for other humans is a non-starter for all but the most improv-talented of GMs, but when your only responsibility is to entertain yourself, sandbox plus improv is a good fit (some solo players even skip the sandbox part and improv the game world as well, but that ain't for me. World-building, to the extent that my character would know about the world, ahead of time is a lot of the fun). Still, any GM thinking about allowing more of a sandbox style could probably use some ideas from the solo scene. At the risk of repeating something I might have said earlier in this thread as DrakeTungsten, here's a couple tools that might be of interest for sandbox or improv in group play: 1) Open-ended oracles. An "oracle" can be any source of content or inspiration, which can be used to move the world/sandbox forward (that is, what's happening in this living world outside of the player's actions), or to provide backstory to an NPC, or describe an NPC's mood or situation or immediate desires, or any general "what happens next?" kind of question, or anything else you need fleshed out or to pop up. I hear you saying "I could create tables for all this and not be pompous about it and call it an oracle", and you are right. It irked me when I was getting into solo play and stuff like regular old random encounter tables were called oracles. They often call rolling skill checks as "consulting the oracle". I'll stop ranting here and just state my point: be careful if you're going to look deeper at solo play. A lot of those guys are too eager to say "consult an oracle" when the things they are talking about are already covered by your system's rules, or simple custom tables which I assume regular GMs would create from time to time anyway. Tables have their place as oracles, but I would only label a table an oracle if the table wouldn't be necessary if you had a flesh-and-blood GM. So I make the distinction of saying "open-ended oracles." These are things like story cubes and the versatile Gamemaster's Apprentice Deck. They require interpretation, and that's the appeal for me. There's more of an opportunity to get a surprising result. With the story cubes, I roll a handful, and I don't feel obligated to use them all. If any of the rolled results can be interpreted to be connected, I'm more likely to use them, but mostly, whatever can be interpreted to sensibly (if perhaps surprisingly) flow from what has come before is what I use. When explaining what an oracle is, most solo players say "ask the oracle questions you would ask of the GM", but I don't like this explanation because it only covers one use case for the oracle. It doesn't account for the GM letting you know something you wouldn't think to ask, which sort of leads into second type of tool... 2) Tools to help shape a story out of the randomness. The most popular is probably Mythic. It does a lot more than help you shape a story, but I ignore the rest of it. Just to overview, though - It has a yes/no oracle (virtually self-explanatory - if you have a yes/no type question which you would rather be randomly determined as opposed to you just decide for yourself, assign a probability and roll for the result), and various other oracles (tables) for specific uses. Anyway, the two things Mythic has to help you construct stories are the idea of threads - tracking subplots and using a subplot management table to see if the next scene is an advancement of any of the subplots, and the second thing is the Chaos Factor - this tracks how out of control a subplot is (from the PC's point of view), and the Chaos Factor becomes a modifier when you roll a yes/no question (ask for my rant about yes/no oracles, go ahead, I dare ya...), and, IIRC, it's also a modifier on the table which manages the advancement of subplots. The Adventure Crafter can also help you manage your improvised subplots, but works differently from Mythic. Various other solo systems and solo tool compendiums include plot twist tables you can roll on once in a while. I use a mish-mash of all of these things.
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Post by MRPs_Missives on Mar 19, 2024 19:12:08 GMT -5
So because of life changes among our player group, our Saturday game ended in December, though our Sunday game is still going. We decided to wait until spring to try to form a new game group for Saturdays. Last week I posted in the 3 local D&D find player groups we are a part of recruiting for a Saturday game. I got so many responses, we ended up forming 2 different Saturday groups, each biweekly, so one group will meet 1st/3rd Saturdays, other group 2nd/4th Saturdays, and if there's a month with a 5th Saturday, that will be an off day. We'll see how this goes, I wasn't planning on running 2 different games (3 if you count the Sunday game, plus I play, not DM, in a biweekly Friday game).
-M
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Post by driver1980 on Apr 4, 2024 6:20:23 GMT -5
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Post by MRPs_Missives on Apr 19, 2024 14:46:45 GMT -5
Picked this up while at the LCS yesterday to add to my shelf of ttrpg/D&D history books... Probably won't get to dive in to it until next week some time. -M
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Post by MRPs_Missives on Apr 21, 2024 17:27:52 GMT -5
Wrapped up a 2+ year 5E D&D campaign this afternoon. One of our players is military and was going to a new training that will see him gone for 4 months and eventually relocating after that, so we decided to bring the game he was a part of to an end, and today was the final session with a large climatic battle. Fun was had by all.
The rest of the group, including that player's wife, will be participating in a Zero session to launch a new campaign on May 5th, which we will be getting Mexican take out to celebrate Cinquo de Mayo as part of our gathering. There was more to do storywise in the game, but with him leaving, we all felt it was a good breaking point. We may revisit the characters for a couple of one-shot later in the year after his training is complete but before they move, but we'll see.
-M
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Post by MRPs_Missives on May 29, 2024 9:49:50 GMT -5
For the "lore bards" among us, some word origins... -M
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Post by MRPs_Missives on Jun 4, 2024 11:47:53 GMT -5
So they've begun releasing he cover art images for the new 2024 D&D core books (preorders for the PHB start June 18th, Monster Manual won't be released until early 2025), all celebrating the 50th anniversary of D&D. As usual with WOtC there is a standard cover and an alt cover available only at game shops. The Monster Manual alt cover hasn't been shown yet (Mm cover just dropped today). The artist on the standard covers is Tyler Jacobson, who also did the covers on the standard 5E core books that released 10 years ago. Just as a side note, 10 years is the longest gape between updates D&D has ever had (D&D '74, AD&D '77-79 with significant revisions in '85-86 with Unearthed Arcana and the Dungeoneer's and Wilderness Survival Guide changing how the parts of the game worked, AD&D @e in '89 with significant revisions in 1995 with Skills & Powers changing how parts of the game worked, 3E in 2000, 3.5 in 2003, 4E in 2008 with significant revisions in 2010 with the Essentials line which made changes to how parts of the game worked, 5E in 2014. And that's not to even mention the Holmes Basic Set, Moldvay Basic/Expert sets, and Metzger Basic/Expert/Companion/Masters/Immortals sets, the Rules Cyclopedia, etc. offering different and somewhat streamlined versions of D&D as alternatives to AD&D throughout the span of 1E and 2E. The closest 5E had to a revision before this was Modekainen's Monsters of the Multiverse which updated several monsters with a new approach to how statblocks were done. Here's a look... Player's Handbook standard cover back cover alt cover Dungeon Master's Guide standard cover with trade dress back cover alt cover Monster Manual standard cover back cover I like the standard covers for all, Mrs. MRP really digs the alt cover to the PHB, but neither of us is enamored of the DMG alt cover, not bad, but don't like it more than the standard cover and we'll only be getting 1 copy of the DMG (we'll likely get both covers for the PHB since we usually have 2 copies of that on hand for our games). We're planning on ordering the bundles for all 3 standard copies of the books via D&D Beyond which will get us physical copies of all 3 plus access to the revised content in D&D Beyond, their digital tool set which we use quite a bit for our group games. -M
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Post by driver1980 on Jun 9, 2024 7:39:25 GMT -5
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Confessor
CCF Mod Squad
Not Bucky O'Hare!
Posts: 10,201
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Post by Confessor on Jun 10, 2024 5:58:10 GMT -5
Dungeon Master's Guide standard cover This is a cool retro illustration. So, that's Venger from the old 1980s Dungeons & Dragons cartoon in the centre, and on the right that's Warduke from the '80s D&D toy line (he also appeared in an episode or two of the cartoon), but who is that on the left?
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Post by MRPs_Missives on Jun 10, 2024 10:00:04 GMT -5
Skylla from the same LJN toyline that Warduke was from. -M
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Post by MRPs_Missives on Jun 20, 2024 14:51:01 GMT -5
This Saturday the 22 of June 2024 is Free RPG Day (the ttrpg parallel to Free Comic Book Day). Check your local shops to see who is participating if you are interested. I know there is one offering based on the X-Men expansion to the new Marvel ttrpg.
-M
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Post by Doghouse Reilly on Jun 22, 2024 15:01:27 GMT -5
DriveThruRPG had the DragonBane core set half off today, which has been on my wish list since it came out, so I finally bought that. I'm not posting this because I expect anybody else has been waiting for it to go on sale, but more to vent that DTRPG doesn't send emails to you when items from your wish list go on sale, which sounds like it should be a no-brainer feature. I have to occasionally remember to log in and check my wish list to see if anything I want is on sale. DragonBane is probably the last full system I'll get for a long time. From the hype, it sounds like it might have some ideas I can swipe.
As long as I'm posting, I'm going to ramble a bit on my own RPG system, which is looking more and more like one of those things I'll "work on" forever for myself but rarely use. In spite of that, the work is still a fun exercise of imagination. I had an epiphany recently on how to structure my magic system. I wasn't sure how to make all of my criteria fit together:
1) I wanted to incorporate the idea of sympathetic magic, i.e., "like affects like", an idea I've been partial to since I read Master Of The Five Magics as a kid. 2) I wanted magic to be impromptu. Not just capable of being impromptu, but impromptu out of necessity. 3) The basic rules should be known. The results of using magic should be unpredictable, though (although the effect will incorporate some element of your intent), to the point of being so dangerous to use that it would only be used in desperate situations. I don't need or want any of the piddling magical stuff like a +1 sword. 4) Related to the idea that the basic rules should be known, and given that my tribes are just learning to use magic, advancement of magical knowledge is an achievable, if unwise, goal for someone or some group to pursue. 5) The in-world rules of magic needed to require as little suspension of disbelief for me as possible. It's not too difficult to concoct some wild fantasy in-world mechanism for why waving your hands in a certain way while uttering a certain string of syllables is going to have some very specific effect in the world, but it's very difficult to settle on a *satisfying* mechanism, for me, anyway. I want as much as possible for magic to be the science of a world that just happens to have some different physical laws, and that if I were dropped into this world, I can picture exactly what I would do to try to create some magical effect using these simple rules.
So, while trying to work in some of the concepts from the Ars Magica system (which meets some of my criteria, but not all), I realized I already had some lore which could combine nicely with it to build something which checks all my boxes. Starting with a summary of the relevant lore (I promise to use proper nouns and in-world terms only when absolutely necessary): The world had a creator, who abandoned the world soon after creation. The creator has a rival, as much mischievous as belligerent, who tried to provoke the creator by loosing an outside, unpredictable force into this creation. However, seeing the creator's lack of interest in the world, she also immediately exits the story. I'm calling this outside force the Dragon Force, and the means by which it entered the world was the appearance of plant-like pods, which the rival raised across the globe, in turn to explode with the Dragon Force they contained within. A small percentage of the pods were semi-inert (they didn't explode, at least), and can reproduce, so the species does survive to this day.
The DF is normally invisible and intangible. However, crushing one of these pods so that its juice runs over your eyes allows you to see the DF. It is not static, nor is it homogeneous. It's like many intertwining rivers of differently-colored ether flowing across the world. The rivers can be as wide as a valley or as thin as thread. It was observed that these threads sometimes naturally get convoluted enough to knot up, and that if this knot is released, there is some effect or manifestation in the world. This effect isn't totally predictable, but always relates in some way to the color of the thread, and either the environment, or if the knot formed around an object, then the effect had some characteristic of that particular object. (These random, natural effects are also a source of encounters, but that's not relevant to describing how humans use magic.)
Washing your hands in the juice of the pod allows you to manipulate the the rivers/threads (I need a better description than river/thread). The range of manipulation is greater than your physical reach. Through experimentation, humans learned to tie and release their own knots, and what the forces each of the different colors of the DF represented (currently known: control, create, destroy, perfect, perceive, transform), and what sympathies can be leveraged from the physical objects, called charms, bound by the knots (for solid objects, the known sympathies are: "lineage", "how many pieces of the target the object contains", "shape"). Charms are kind of like (my understanding of) voodoo dolls in that you usually want them to be a smaller version of your target, and as similar as possible. The release of knots is directional, hence you have a targeting ability.
Given this justification for magic, there's a lot of variables affecting how close the result is going to be to your intentions: How much of the particular force you want to use happens to be in your environment at the time, your experience in manipulating that force, how similar the charm is to the target, how hastily you tied the knots, the distance from you to the charm (you can manipulate threads beyond your physical reach, and anything can serve as a charm), and the distance from the charm to the target. Even with all conditions being ideal, you're not guaranteed the outcome you desire. The most dangerous variable is that it's nearly impossible to not include some threading of unwanted forces into your knot, no matter how skillful you are.
The effect of the pod juice on your eyes lasts for a shorter time than the effect on your hands, so unless you have extra pods to keep juicing up your eyes, it's best to keep your arms and hands motionless until the effect fades from your hands, or you run the risk of transforming a loved one into a newt. Your face and hands will be stained for a while, so it's going to obvious to everyone you've recently been using magic.
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Post by MRPs_Missives on Jun 23, 2024 1:09:53 GMT -5
I hadn't really heard much about Dragonbae, but I did get the Free RPG Day offering they had today, so I will look through it eventually.
-M
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Post by MRPs_Missives on Jun 27, 2024 11:50:23 GMT -5
Monolith Games (makers of the current Conan board game are making a new Conan The Hyborian Age RPG (which will go to Kickstarter later this year) and have a free downloadable Quickstart rules and sample adventure available for download here: Conan RPG by Monolith. -M
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Post by Doghouse Reilly on Jun 27, 2024 12:44:11 GMT -5
Monolith Games (makers of the current Conan board game are making a new Conan The Hyborian Age RPG (which will go to Kickstarter later this year) and have a free downloadable Quickstart rules and sample adventure available for download here: Conan RPG by Monolith. -M Who isn't a fan of the Hyborean Age? Although, I don't think I'd want to play in it. As hard as I might try otherwise, I'd just want to be Conan, and a game story couldn't compete with the source material. That reminds me of when I jumped back into RPGs a few years ago (AD&D 1e being the last one I played previously), and one of the first systems I gravitated towards was Mongoose's Conan. (I didn't know about the OGL/d20 system then, and I thought all of those advancements I was seeing were specific to this game). Being an obsessive documentarian, I flow-charted combat with these funky five-foot-steps and the flat-footed conditions included. What a waste of effort. I ended up loathing those rules.
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