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Cake day: June 12th, 2023

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  • This seems like pretty bad advice.

    The poster seems to assume that just being near content is the same as engaging in it, even if they don’t know what to look for. They seem to think rumours aren’t hooks. They seem to think that everyone who goes to Waterdeep is equally likely to get involved in political schemes and a treasure hunt.

    My suggestion? Tell the players what the hook is. Then, make sure the characters they make fit the hook. If the hook is a mutual friend, make sure they all know the guy. If the hook is a job posting, make sure they’re all looking for work.

    Bonus points for having multiple hooks. Either you can move players towards the one that fits best, or you can give them options in which hook to focus on.



  • Susaga@sh.itjust.workstoRPGMemes @ttrpg.networkHow mysterious!
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    10 days ago

    Nah, do what Adventure is Nigh did. The first NPC they met was Jeremy Goodsex, and when a guard yelled at another guard, he used the name Jeremy. He then argued that it’s a very common name, and lots of people are called Jeremy.

    So for every NPC in season 1, about a quarter had the name Jeremy. It’s a very common name.







  • Actually, a good number of dungeons have a room or two you can completely skip. These usually hold bonus loot, like rupees or pieces of heart.

    Heck, that shrine in BotW with the ball maze apparatus. Most people just flip it over and skip the maze. Some even just bomb jump over the gate and skip the apparatus.

    Instead, I recommend you just accept that you might work on something the players won’t see. Save that stuff for later.




  • I learned in my first adventure that what I’ve prepared to happen might just be stupid and unrealistic, so I’m never too attached to it. If the dice say it doesn’t happen, they know better than me, so I just toss it. If I lie about the dice to make it happen anyway, I’m making a worse experience for everyone.

    If a failure means a path is unavailable, see if you can open up a different path. If there are no other paths, just let them have this one for free.




  • “Oh, no, not like that. I just take her on a journey through pain and pleasure, tell her what to do, act out wild fantasies, bring her to the brink of tears and have her thank me for it. You know, roleplaying. We actually have a bunch of other guys who do it with us. It’s not weird or anything. If you’d like, I wouldn’t mind having you too!”



  • So, like usual then?

    If it’s a new game, I start off with a basic adventure I always have tucked away. A good starter adventure is a lifesaver sometimes.

    If it’s an ongoing game, then we probably have stuff we were still doing? Just recycle the prep from last time wherever possible and play for time. “Oh, yes, you have the treasure from the depths of the dungeon, but now your rivals have seized the place and you need to fight your way back out! Totally not just doing this to reuse the dungeon map.”

    If it’s an ongoing game and we just had a good cutoff point? Thank god that player just arrived. Ask them what they’re expecting will happen this session, nod sagely at their guesses and work from that. “Oh, you’re hoping you’ll fight that cult sometime soon? You never know, it might come up sooner than you think!”

    Everything else is just good prep advice. Keep generic NPC templates and tokens you can use for anything. Use a whiteboard for any maps you need. Give your players control of the plot so you don’t have to come up with it.


  • That is such a better way to do it. One map for plot, one map for setting.

    It gets even worse when your players tend to stick to one general area, cause then all the places they want to see on the map get bunched up. No, there aren’t 5 times as many settlements in Ferelden compared to the rest of Thedas. We’ve just spent 2 games there and that’s what all the books, comics and adventure modules focus on. I promise you it’s more spread out than that.