How Do I Even...?
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Feb 12, 2018 5:07 pm
Let's not forget, this game is part of a bigger endeavor, the GM Mentoring Project. Once First Foray is underway I will present the idea to Keleth and the community to see if there's interest. Until that happens though, I will post my noob-DM questions here.
Feb 28, 2018 6:14 pm
Quote:
OOC:Tell us about the time you (pick one):
- visited Pradesh
- read or heard something about Pradeshi culture
- met a travelling Pradeshi merchant
- received a blessing from a Pradeshi hermit
1. Is it generally a good idea to involve players in world-building?
2. Is it better to keep world-building OOC in a world-building thread, or is it fun to sometimes do it in-story the way I've tried to do it here?
I know not all players enjoy participating in world-building but I feel like with this particular group it might help to ground you in the world (and with the sheer amount of creativity here it certainly helps make my job easier!). The other side of the coin I suppose is that it might take away from the feeling of the world being "shiny and new" I think is the way Len put it. My thinking is that there are more familiar places and there are more mysterious places.
Thoughts, everyone?
Feb 28, 2018 6:23 pm
I think doing it in-game is just fine as long as it's not a constant thing that slows down gameplay. It definitely depends on the group, but I think that this group is more that up to the challenge of collaborative world building!
Feb 28, 2018 7:00 pm
Thanks for the input, Nate! I hear ya and definitely agree regarding the danger of slowing the game down, particularly coming on the heels of a 4-day interval between my last post and this latest one! I'll narrate your entrance into the city by tomorrow whether or not everyone's chimed in with Pradeshi lore.
Mar 1, 2018 2:29 pm
Hey Jabes I love this stuff. It takes me awhile though. Can you unlock the thread so I can post what I wrote?
Mar 1, 2018 4:04 pm
Sure thing, Len! :-) In case some of the others also feel like adding to the Prologue (not required) I've also temporarily put the last part in a spoiler box so I can repost it later.
Chapter 1 remains open and feel free to move it along too. :-)
Chapter 1 remains open and feel free to move it along too. :-)
Mar 14, 2018 10:40 am
Ok, real talk.
I think I put forth an okay social interaction SCENE at the Aunties' house I'm pretty sure I failed to build a social CHALLENGE (which was the intention, of course). I think we were on the right track with Sunitha playing hardball, Ybus responding with pointing out that Aditya had altered the contract, and then J, via OOC because he was seeking our input, outlining Urban's thoughts on the matter.
I think we could have been onto something there, could've been a good series of Persuasion challenges. I mean, I love RP without dice-rolling but in this case I specifically tried to put together a challenge using that would use the mechanics but I think maybe I ruined it with this: "Feel free to have Urban act as his code of conduct dictates but the Aunties have now made their own decision and are obviously about to pay you (unless you refuse to accept or something)."
Thoughts?
Thank in advance!
I think I put forth an okay social interaction SCENE at the Aunties' house I'm pretty sure I failed to build a social CHALLENGE (which was the intention, of course). I think we were on the right track with Sunitha playing hardball, Ybus responding with pointing out that Aditya had altered the contract, and then J, via OOC because he was seeking our input, outlining Urban's thoughts on the matter.
I think we could have been onto something there, could've been a good series of Persuasion challenges. I mean, I love RP without dice-rolling but in this case I specifically tried to put together a challenge using that would use the mechanics but I think maybe I ruined it with this: "Feel free to have Urban act as his code of conduct dictates but the Aunties have now made their own decision and are obviously about to pay you (unless you refuse to accept or something)."
Thoughts?
Thank in advance!
Mar 14, 2018 4:48 pm
Yo, DM. First off, I don't think anything was ruined. The scene was smooth, still held some tension waiting for reactions, seemed reasonable and realistic, and was enjoyable. So I don't think of it as a missed opportunity as much as you seem to.
But your point of discussion is well taken. I just have to say that I too go back and forth about when to apply Persuasion (and other Skill Checks) and when to just roll with the circumstance. And if you say something needs Persuasion, I don't care what anyone says, I just think the DCs are so very arbitrary. And then I would ask: How do you incorporate in the language and angles that the Player submitted actively in game play? Sometimes it is good, sometimes it is bad. Does that make the DC go up and down? Do they get Advantage / Disadvantage? And then if so, then you are letting the actual player input influence results, so why not just go a step further and let the input determine results instead of the roll?
I think it can be tough on Players when they are really coming up with good things to say, sound logic, did their homework on detail, good delivery...but then they botch the roll, so they fail. Or vice vesa, they say stupid stuff then roll a 19.
On the other hand, obviously a characters attributes should be able to influence results even over players own capability. A meek player who is nervous of every conversation and a bad speaker/writer should still be able to capitalize off of an 18 CHA character with Persuasion proficiency.
Hard to make one call for all times on this broad idea. On this specific scene, I think you could have done it either way. This way worked out fine. If you would have said Urban had needed to roll skill, that would have made sense too so any result from that good or bad would have been easy to accept.
I think its a judgement call based on the feel of the moment and your knowledge of the NPC and circumstance. Sometimes, an NPC might be willing to hear arguments and offer up a positive response. Other times, that particular NPC just would not budge on their position under any circumstance. Knowing some of that as a DM might help decide if you let it roll by a talk-through or really push the outcome to the realm of the chaos dice just to see what happens.
But your point of discussion is well taken. I just have to say that I too go back and forth about when to apply Persuasion (and other Skill Checks) and when to just roll with the circumstance. And if you say something needs Persuasion, I don't care what anyone says, I just think the DCs are so very arbitrary. And then I would ask: How do you incorporate in the language and angles that the Player submitted actively in game play? Sometimes it is good, sometimes it is bad. Does that make the DC go up and down? Do they get Advantage / Disadvantage? And then if so, then you are letting the actual player input influence results, so why not just go a step further and let the input determine results instead of the roll?
I think it can be tough on Players when they are really coming up with good things to say, sound logic, did their homework on detail, good delivery...but then they botch the roll, so they fail. Or vice vesa, they say stupid stuff then roll a 19.
On the other hand, obviously a characters attributes should be able to influence results even over players own capability. A meek player who is nervous of every conversation and a bad speaker/writer should still be able to capitalize off of an 18 CHA character with Persuasion proficiency.
Hard to make one call for all times on this broad idea. On this specific scene, I think you could have done it either way. This way worked out fine. If you would have said Urban had needed to roll skill, that would have made sense too so any result from that good or bad would have been easy to accept.
I think its a judgement call based on the feel of the moment and your knowledge of the NPC and circumstance. Sometimes, an NPC might be willing to hear arguments and offer up a positive response. Other times, that particular NPC just would not budge on their position under any circumstance. Knowing some of that as a DM might help decide if you let it roll by a talk-through or really push the outcome to the realm of the chaos dice just to see what happens.
Mar 14, 2018 5:21 pm
In my experience, these situations do depend on what the players do versus what their characters are capable of, and the DM needs to balance those out. To use the scenario of Ybus and Urban speaking with the Aunties, Ybus was purely setting up their side of the argument for why they should get paid, and my inclusion of the Performance roll was to see how well I could imitate Aditya.
As a DM, I would take that and apply it to the DC it would take to Persuade/Intimidate the Aunties to honor the contract, based on how I felt the Aunties regarded the characters. Maybe the Aunties want to play hardball and the DC starts at 18; Ybus' antics might lower it to 15, but there's still room for convincing. Urban could step in and give his spiel, and depending on his words the DC might lower again to 12 or 13. Or the DC might increase if it's felt that Ybus or Urban insulted the Aunties.
Once each player has bolstered their side, I would have one character roll. If they meet the DC, the Aunties are impressed and willing to pay. If they don't meet the DC, there should be an RP reason (maybe Ybus committed a cultural gaffe when impersonating Aditya, something that is frowned upon).
Of course, if in your opinion the players are doing everything right, I wouldn't make them roll. I did that in my Boot Camp roll because while the player tried to roll Persuasion (and got a 7), the situation was set up in such a way that I felt the target was put in a good mood and did not feel threatened enough to resist.
Also, if the Aunties had ulterior motives and wanted to see if the characters would stand up for themselves, like a test of will, then I'd just RP the whole thing. Set it up like there will be a Persuasion roll, but at the last minute the Aunties reward the characters and compliment them on their skill.
Regarding characters that might have high enough Charisma, but the player doesn't know what to do or is socially awkward, I'd ask the player what they want to accomplish and try to coax a plan of action from them. I wouldn't force them to RP it, and if I think their idea sounds reasonable, I would consider it the same as if the player wrote up a convincing spiel and adjust the DC accordingly.
So basically, sometimes there doesn't need to be a roll if the players do everything right and there's no chance of failure. I would ask for a roll if the target of the social challenge is still on the fence and not entirely sure, or there's a historical reason to account for the possibility of failure (maybe the Aunties got burned in the past). In the latter case, even if Ybus and Urban said and did everything right, we'd roll Persuasion; failure means that one of the Aunties remembers the past incident and reminds everyone, which causes all of them to shut down.
As a DM, I would take that and apply it to the DC it would take to Persuade/Intimidate the Aunties to honor the contract, based on how I felt the Aunties regarded the characters. Maybe the Aunties want to play hardball and the DC starts at 18; Ybus' antics might lower it to 15, but there's still room for convincing. Urban could step in and give his spiel, and depending on his words the DC might lower again to 12 or 13. Or the DC might increase if it's felt that Ybus or Urban insulted the Aunties.
Once each player has bolstered their side, I would have one character roll. If they meet the DC, the Aunties are impressed and willing to pay. If they don't meet the DC, there should be an RP reason (maybe Ybus committed a cultural gaffe when impersonating Aditya, something that is frowned upon).
Of course, if in your opinion the players are doing everything right, I wouldn't make them roll. I did that in my Boot Camp roll because while the player tried to roll Persuasion (and got a 7), the situation was set up in such a way that I felt the target was put in a good mood and did not feel threatened enough to resist.
Also, if the Aunties had ulterior motives and wanted to see if the characters would stand up for themselves, like a test of will, then I'd just RP the whole thing. Set it up like there will be a Persuasion roll, but at the last minute the Aunties reward the characters and compliment them on their skill.
Regarding characters that might have high enough Charisma, but the player doesn't know what to do or is socially awkward, I'd ask the player what they want to accomplish and try to coax a plan of action from them. I wouldn't force them to RP it, and if I think their idea sounds reasonable, I would consider it the same as if the player wrote up a convincing spiel and adjust the DC accordingly.
So basically, sometimes there doesn't need to be a roll if the players do everything right and there's no chance of failure. I would ask for a roll if the target of the social challenge is still on the fence and not entirely sure, or there's a historical reason to account for the possibility of failure (maybe the Aunties got burned in the past). In the latter case, even if Ybus and Urban said and did everything right, we'd roll Persuasion; failure means that one of the Aunties remembers the past incident and reminds everyone, which causes all of them to shut down.
Mar 14, 2018 7:55 pm
I'm going to double-down on what CancerMan said! RP trumps all, as long as they are staying in character. If the dumb barbarian jumps in with this super eloquent speech with a charisma of 7, I'm gonna call BS and tell the player that "Yes, that's how it sounded in your head, but THIS is how it came off".
I try to only do rolls if it makes sense (with possible bonuses/penalties depending on how they approached it), but I kind of suck at social encounters, so I don't always hit the mark on that.
I try to only do rolls if it makes sense (with possible bonuses/penalties depending on how they approached it), but I kind of suck at social encounters, so I don't always hit the mark on that.
Mar 14, 2018 11:21 pm
Thanks so much, everyone! This is a lot to chew on and I'm loving every bite of it! It's a balancing act, isn't it? I guess everything is, huh?
So. The Golden Child. Am I going to get the the Deus Ex Machina lecture now? :-D
So. The Golden Child. Am I going to get the the Deus Ex Machina lecture now? :-D
Mar 18, 2018 7:16 pm
We've had two combat encounters now. I would love a critique! I have specific questions, but would like to hear from you first, whether general feedback or specifics. Thanks!
Mar 20, 2018 4:58 pm
Maybe it is the group and how well we mesh, but I haven't seen any problems with combat. I love the battlefield features that you brought over.
Mar 20, 2018 5:53 pm
Nothing stood out for me as being problematic. It appeared organized and fluid enough that we weren't completely lost.
Mar 20, 2018 6:58 pm
I have to agree with HyCo and CancerMan. This has been very smooth thus far. You're doing awesome, Jabes!
Mar 20, 2018 9:37 pm
Combat all good, DM.
One of the best things you have going on is the list of battlefield features. I haven't gotten a chance to really incorporate those too much yet, but Urban is going to be Tavern Brawling with some of that equipment in the future. YEEAUUUHH!!
One of the best things you have going on is the list of battlefield features. I haven't gotten a chance to really incorporate those too much yet, but Urban is going to be Tavern Brawling with some of that equipment in the future. YEEAUUUHH!!
Mar 24, 2018 5:02 pm
Thanks, guys! And I trust you're not just being polite!
Okay, specifics:
The Baddies
I built this encounter around a picture in my head. I knew I wanted a demon and I knew I wanted the ROUS from "The Princess Bride." I also wanted this to be deadly but survivable. I had an ace up my sleeve in case things got bad: the Golden Child, who would cast protection and healing but no offensive spells.
ROUS were easy. I felt like Giant Rats weren't robust enough so I went with Giant Badgers minus the burrowing. I had in mind that I could use the sewer to escape or move between the back alley and the interior but the latter never came into play.
(Giant Badger template)
AC: 10
HP: 13
Speed: 30ft
STR 13 (+1)
DEX 10 (+0)
CON 15 (+2)
INT 10 (+0)
WIS 11 (+1)
CHA 10 (+3)
Multiattack: The ROUS makes two attacks: one with its bite and one with its claws.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.For Numsie I felt that any demon I picked was way too much for you guys. I thought maybe a Vrock but I eventually settled on a Shadow Demon without the incorporeal stuff, and tacked on the sunlight sensitivity when in demon form.
(Shadow Demon template)
AC: 13
HP: 66
Speed 30 ft., fly 30 ft.
STR 1 (-5)
DEX 17 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 13 (+1)
CHA 14 (+2)
Saving Throws: Dex +5, Cha +4
Skills: Stealth +7
Damage Vulnerabilities: radiant
Damage Resistances: acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, lightning, poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 120 ft., passive Perception 11
Languages: Abyssal, telepathy 120 ft.
Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.The Setup
It was super interesting when you guys took the parallel alley. The encounter was designed such that you'd fight the four ROUS in the alley first, then after breaking down the door or finding some other way in, face Numsie and his last two ROUS. With your out-of-the-box thinking I had to do some quick thinking of my own, and I think it played out better than I had originally planned (even though the four ROUS became superfluous, but more on that later).
The Fight
I wanted it to be a desperate fight, but one that you would win. So yeah, guilty as charged, I had several plans for how I would let you win, hopefully without being too obvious.
I think I achieved the desperate odds...
...and I was a bit concerned when Numsie hit Baracus (still wounded from the barn fight) for 10 psychic damage in the first round with a bit of ROUS damage to boot, but you guys had such great teamwork going, and then Baracus nailed that Grapple contest, and then Numsie crit-fails back-to-back grapple escapes! IT WAS MARVELOUS!
In only three rounds you had almost taken out the demon I thought might be overkill. So I brought all the ROUS in. That's when Baracus whales on Numsie for 20 damage (I realize now that I had been remembering to factor in Numsie's resistance to Erden's fire attacks, but had completely forgotten to factor in his resistance to Baracus' non-magical unarmed strikes).
So Numsie expires, and the ROUS scurry away. Victory! Maybe I could have had Numsie survive a few rounds more, and/or I could have made the ROUS matter at least. Would have made for a more memorable fight, maybe.
Thoughts?
Okay, specifics:
The Baddies
I built this encounter around a picture in my head. I knew I wanted a demon and I knew I wanted the ROUS from "The Princess Bride." I also wanted this to be deadly but survivable. I had an ace up my sleeve in case things got bad: the Golden Child, who would cast protection and healing but no offensive spells.
ROUS were easy. I felt like Giant Rats weren't robust enough so I went with Giant Badgers minus the burrowing. I had in mind that I could use the sewer to escape or move between the back alley and the interior but the latter never came into play.
[ +- ] ROUS
(Giant Badger template)
AC: 10
HP: 13
Speed: 30ft
STR 13 (+1)
DEX 10 (+0)
CON 15 (+2)
INT 10 (+0)
WIS 11 (+1)
CHA 10 (+3)
Multiattack: The ROUS makes two attacks: one with its bite and one with its claws.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
[ +- ] SARDO NUMSPA
(Shadow Demon template)
AC: 13
HP: 66
Speed 30 ft., fly 30 ft.
STR 1 (-5)
DEX 17 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 13 (+1)
CHA 14 (+2)
Saving Throws: Dex +5, Cha +4
Skills: Stealth +7
Damage Vulnerabilities: radiant
Damage Resistances: acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, lightning, poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 120 ft., passive Perception 11
Languages: Abyssal, telepathy 120 ft.
Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.
It was super interesting when you guys took the parallel alley. The encounter was designed such that you'd fight the four ROUS in the alley first, then after breaking down the door or finding some other way in, face Numsie and his last two ROUS. With your out-of-the-box thinking I had to do some quick thinking of my own, and I think it played out better than I had originally planned (even though the four ROUS became superfluous, but more on that later).
The Fight
I wanted it to be a desperate fight, but one that you would win. So yeah, guilty as charged, I had several plans for how I would let you win, hopefully without being too obvious.
I think I achieved the desperate odds...
lenpelletier says:
Oh hey, that's actually the name of the guy from Golden Child 80s movie! Haha! Shit, I think we're fucked, guys!Naatkinson says:
So sad. I forgot to use my Arcane Recovery ability to get a spell slot back while we were traveling to town :(HypCo says:
Dang it, I was hoping he would of burst into flames. Guess we are in quite the pickle...at least we aren't witnessing Urban's dance movesIn only three rounds you had almost taken out the demon I thought might be overkill. So I brought all the ROUS in. That's when Baracus whales on Numsie for 20 damage (I realize now that I had been remembering to factor in Numsie's resistance to Erden's fire attacks, but had completely forgotten to factor in his resistance to Baracus' non-magical unarmed strikes).
So Numsie expires, and the ROUS scurry away. Victory! Maybe I could have had Numsie survive a few rounds more, and/or I could have made the ROUS matter at least. Would have made for a more memorable fight, maybe.
Thoughts?
Mar 24, 2018 10:48 pm
I've been so slow to get in on this thread. I've typed multiple paragraphs and then deleted them, because I mostly just want to say great job. I know you want to dig deeper. I can relate. I never feel like I can get real deep feedback from players, and I want to give you more than great job, even though you're doing a great job.
I think the level of difficulty was appropriate for the first couple of encounters. In the barn you scooped us out early and at the time I wasn't sure why but I went along happily with it and it was great. I can see now the action is coming fast and furious and I'm having a blast.
The second fight you did give us an "oh shit, it just got real" moment. I don't think it was spoiled by any of the issues you described above. On the contrary, it helped establish Baracus as powerful in my mind, validating the effort I put into my character build choices. We had a chance to play around with tactics, which is important for this group - lots of tactical thinkers here. And you turned up the heat enough to get us to push the envelope a bit, take some risks.
Even better, you've set up a potential future scene if we encounter Numspa again. We already know some of his tricks, but he knows not to underestimate us and he'll bring even more firepower.
I also liked the multiple combat objectives you offered us. We took a risk to drag Numspa into the sun instead of piling on the damage, and it was worth it. That teaches us that using your battlefield features will be worth it in future encounters. In your fight, things were hot enough that not only did we feel like we had to get clever, we had interesting material to work with.
I think the level of difficulty was appropriate for the first couple of encounters. In the barn you scooped us out early and at the time I wasn't sure why but I went along happily with it and it was great. I can see now the action is coming fast and furious and I'm having a blast.
The second fight you did give us an "oh shit, it just got real" moment. I don't think it was spoiled by any of the issues you described above. On the contrary, it helped establish Baracus as powerful in my mind, validating the effort I put into my character build choices. We had a chance to play around with tactics, which is important for this group - lots of tactical thinkers here. And you turned up the heat enough to get us to push the envelope a bit, take some risks.
Even better, you've set up a potential future scene if we encounter Numspa again. We already know some of his tricks, but he knows not to underestimate us and he'll bring even more firepower.
I also liked the multiple combat objectives you offered us. We took a risk to drag Numspa into the sun instead of piling on the damage, and it was worth it. That teaches us that using your battlefield features will be worth it in future encounters. In your fight, things were hot enough that not only did we feel like we had to get clever, we had interesting material to work with.
Mar 27, 2018 7:11 pm
I follow Matthew Colville's youtube videos, and he recently made one about Metagaming and the nuances within.
One point that stood out to me was a specific scenario in which the DM asks a player to make a skill check, and that player fails; if it were Perception, the character doesn't sense anything. Another player immediately pipes up and asks to make the same skill check, perhaps trying to argue that they would have been doing the same thing. Colville considers that pretty egregiously as metagaming, and it's something I've never considered, but ultimately agree with.
I've seen this happen at other tables, and even popular streams like Critical Role. I agree with Colville's argument that if the DM calls out an individual for making a skill check, there is already an assessment that that character is the only one in a position to do so. Having another character request the same check simply because they're sitting at the table and want to know or succeed at what's going on is metagaming.
There are other videos in his channel about "Running the Game" that I think new DMs might glean a lot of information from.
One point that stood out to me was a specific scenario in which the DM asks a player to make a skill check, and that player fails; if it were Perception, the character doesn't sense anything. Another player immediately pipes up and asks to make the same skill check, perhaps trying to argue that they would have been doing the same thing. Colville considers that pretty egregiously as metagaming, and it's something I've never considered, but ultimately agree with.
I've seen this happen at other tables, and even popular streams like Critical Role. I agree with Colville's argument that if the DM calls out an individual for making a skill check, there is already an assessment that that character is the only one in a position to do so. Having another character request the same check simply because they're sitting at the table and want to know or succeed at what's going on is metagaming.
There are other videos in his channel about "Running the Game" that I think new DMs might glean a lot of information from.
May 5, 2018 4:39 pm
I just realized that I haven't thanked you guys for the above. Thanks! I really appreciate all your input!
Now about Ybus wandering off, I briefly considered running that via new thread or secret note but I wasn't worried about you guys metagaming, and anyway I thought you might enjoy reading along the side-story. On the other hand, a case might be made that it breaks immersion, or that everyone making all the effort to not metagame is in itself an undesirable situation that robs you of your fun.
Thoughts?
Now about Ybus wandering off, I briefly considered running that via new thread or secret note but I wasn't worried about you guys metagaming, and anyway I thought you might enjoy reading along the side-story. On the other hand, a case might be made that it breaks immersion, or that everyone making all the effort to not metagame is in itself an undesirable situation that robs you of your fun.
Thoughts?
May 5, 2018 5:27 pm
DMJ says:
Ya, bro, I know. I'm often in a debate about how to handle this sort of thing.Fact is: I love solo sidetrack story lines. They seem extremely realistic to me. All characters might duck out for a second here and there. No guarantee that all 4 - 7 party members are going to be connected at the hip for all hours of every day.
But when that happens you have to decide:
1) openly publish the developments
2) manage in privately with only the sidetracker (in real life this is "Alright, ____. Come with me to the side room and we discuss this away from the crowd." In PBP it is the Note option.
As a fan of the game and for the hope of letting the players share in the fun of all story lines, I lean pretty strongly towards Option 1.
BUT... I know it is ABSOLUTELY IRRESISTIBLE for some players to read and use info that their characters 100% WOULD NOT HAVE, and start influencing decision-making. It seems to be almost impossible to stop with some people.
SO...sometimes I choose Option 2, just to make it more like it would be IRL for the characters: they have no freaking clue, zero input to and zero influence from the side track. It's the only way to guarantee that.
I've seen it in practice as both a Player and as a DM.
In another game I play in, I ran the character on a side track that turned quite meaningful. Pushed the issue to a huge and very interesting development. Privately with only one other NPC. But it was published and all players read it, even though their characters would have had no clue of it. Just about every one of them TOTALLY meta-gamed it out later as they decided what to think and how to act. They incorporated their knowledge about that private scene into their characters' choices, demeanor, viewpoint, etc. It was really annoying to me.
As a DM, I've done both and bounce back and forth. Jabes, you have definitely seen me ride the fence on this. Sometimes I just judge on how important the info is. If it is likely just fluff, I leave it open to the audience for entertainment. If it could go high influential or skew other PC choices, maybe I block it off to Note. But then sometimes you just can't tell in advance.
Here in First Foray, I LOVE the open publication of all story lines. To be completely clear: I think it works just fine without the slightest doubt. It is extremely entertaining. Seasoned players can enjoy scenes for their own sake without intention of angling for their character. No one here is going to exploit it or otherwise use it for unrealistic results. Sometimes I even decide to not read some entries so that I don't have the info unintentionally creep into choices, and I think that is a decent self-safeguard if someone wants to be absolutely sure - but it's not required because you can always read and enjoy, but then ignore as an influence.
The challenge though is elsewhere when you have either
1) a really serious games where the stakes are high and therefore the temptations to bend for advantage inevitably go up (and this is no fault of the players in many cases, it is very hard to ignore key data), or
2) you have players that you don't know as well or are less likely to police themselves.
Yeah from what I've seen it's a real balancing act. In the end I guess you just make a judgement call.
May 5, 2018 7:45 pm
Jabes.plays.RPG says:
I just realized that I haven't thanked you guys for the above. Thanks! I really appreciate all your input!Now about Ybus wandering off, I briefly considered running that via new thread or secret note but I wasn't worried about you guys metagaming, and anyway I thought you might enjoy reading along the side-story. On the other hand, a case might be made that it breaks immersion, or that everyone making all the effort to not metagame is in itself an undesirable situation that robs you of your fun.
Thoughts?
May 7, 2018 6:37 pm
I have been trying my best to keep the game fairly open and sandboxish but I realize most of the time I end up with 1 of 2 less than ideal results instead: 1) I steer you anyway, or 2) I drop the reins completely and you're left with no clear direction. Or am I overthinking this?
I'm thinking about how I ahould approach the next part of our story.
I'm thinking about how I ahould approach the next part of our story.
May 7, 2018 7:03 pm
I honestly think there can't really be a true sandbox game. Something has to drive the players to go somewhere, whether it's a plot point or some aspect of a character's backstory.
However, what will give players the feel of an open world is to just dangle 2 or 3 pursuits of approximately equal weight. For example, in Naatkinson's Boot Camp game, I've given the low-level players three options: clear a temple of undead, hunt down bandits in the mountains, or acquire herbs from a witch's garden. Despite me not emphasizing any over the other, the players have started to gravitate to the undead job.
In a play-by-post format, you might have to remind the players of their options as we have a tendency to forget across thread pages. Once the players finish the undead temple, I'll let the players know what's left, and probably add a new quest option.
However, what will give players the feel of an open world is to just dangle 2 or 3 pursuits of approximately equal weight. For example, in Naatkinson's Boot Camp game, I've given the low-level players three options: clear a temple of undead, hunt down bandits in the mountains, or acquire herbs from a witch's garden. Despite me not emphasizing any over the other, the players have started to gravitate to the undead job.
In a play-by-post format, you might have to remind the players of their options as we have a tendency to forget across thread pages. Once the players finish the undead temple, I'll let the players know what's left, and probably add a new quest option.
May 7, 2018 7:18 pm
The "equal weight" part is what I need to work on. Right now the stuff I've tossed out there doesn't have enough honey in the pot to grab anyone's attention. I think the way it's looking now is the Aunties as employer but that was never my intention (though if you guys prefer that setup over globe-trotting, I can adjust).
May 7, 2018 7:51 pm
"Sandbox" games are overrated and often can feel unfocused. I prefer to be given a few well-fleshed out options rather than be allowed to explore a world that feels unpolished and uninspired. Rather than giving free reign on what to do in the entire world, I prefer to present a problem - or multiple problems - and then let the players decide how to go about solving it.
May 8, 2018 2:53 am
Thanks, guys! That really helps! I realize now that the problem has been that I didn't know what I wanted. But now I do, and I have your games as examples of how to achieve it.
May 8, 2018 6:14 am
I have been doing a lot of thinking on sandbox games lately. Since I have interim reports due tomorrow, I will procrastinate and type out these thoughts instead of getting my work done. I'd enjoy any feedback about these ideas.
I agree with the above sentiments that sandbox games are not necessarily all that, and you can give players a feeling of agency and control in a variety of ways. But, I love sandbox games. My love of RPGs probably crystallized around playing Traveller with a huge star map, a piece of junk space ship, and enough gas to get me 5 hexes in any direction. So, when I play a game that's really really what I love, it probably hits those vibes hard.
I think the formula for a good sandbox game is pretty much like this:
1. Players begin the sandbox with a clear objective in mind that players buy into before the adventure even begins. This premise cannot be refused, it must be embraced completely.
2. The world has clear, finite boundaries and you're stuck in it. Not too small, not too large.
3. There are many fun plastic dinosaurs buried in the sandbox that reward you for digging around in it - NPCs, secrets, connections, monsters, treasures, intriguing tales, etc.
4. There must be some urgency to complete the objective.
The original Ravenloft module (I6) is the best example of a good sandbox adventure that I can think of. You get put on a track right at the beginning with a clear goal - go to Barovia and kill a vampire! And once you accept the mission, you can't get out until you complete the mission. The start and finish are both predetermined as hell. But, once you are railroaded into Barovia, you can do anything, in any order. And there are tons of fun things to do, secrets to discover, connections to make, things to kill. But, the choices are finite - the mists of Barovia provide distinct boundaries to the world. I think Curse of Strahd and Tomb of Annihilation also make use of this formula, although I haven't played them.
If the sandbox is bookended correctly and stocked full of cool things, I think it can work marvellously. If any of these things fail, however, the game also fails. If you break 1, players don't have a direction and it feels like random wandering. If you break 2, players can too easily reject the premise or shrug off pressure. If you break 3, the game is boring. I think you can break 4 with the right players, but it pressure keeps the game moving forward and encourages players to make those tough decisions.
Of course your players have to be fans of sandbox gaming and many players aren't, even if they think they are. The party overall needs to be very proactive and purposefully engage with the world. Ideally, the DM in this type of game is being reactive most of the time, having the world respond to the character's actions. Sometimes the DM will stir things up and set something in motion, and the players have to react instead, but usually that is just a consequence of something the PCs did earlier. If PCs just wait around for the story to come to them, it won't work no matter what.
I thinking a lot about this because sandbox games are my favourite style of game to run. I want to run them better.
I agree with the above sentiments that sandbox games are not necessarily all that, and you can give players a feeling of agency and control in a variety of ways. But, I love sandbox games. My love of RPGs probably crystallized around playing Traveller with a huge star map, a piece of junk space ship, and enough gas to get me 5 hexes in any direction. So, when I play a game that's really really what I love, it probably hits those vibes hard.
I think the formula for a good sandbox game is pretty much like this:
1. Players begin the sandbox with a clear objective in mind that players buy into before the adventure even begins. This premise cannot be refused, it must be embraced completely.
2. The world has clear, finite boundaries and you're stuck in it. Not too small, not too large.
3. There are many fun plastic dinosaurs buried in the sandbox that reward you for digging around in it - NPCs, secrets, connections, monsters, treasures, intriguing tales, etc.
4. There must be some urgency to complete the objective.
The original Ravenloft module (I6) is the best example of a good sandbox adventure that I can think of. You get put on a track right at the beginning with a clear goal - go to Barovia and kill a vampire! And once you accept the mission, you can't get out until you complete the mission. The start and finish are both predetermined as hell. But, once you are railroaded into Barovia, you can do anything, in any order. And there are tons of fun things to do, secrets to discover, connections to make, things to kill. But, the choices are finite - the mists of Barovia provide distinct boundaries to the world. I think Curse of Strahd and Tomb of Annihilation also make use of this formula, although I haven't played them.
If the sandbox is bookended correctly and stocked full of cool things, I think it can work marvellously. If any of these things fail, however, the game also fails. If you break 1, players don't have a direction and it feels like random wandering. If you break 2, players can too easily reject the premise or shrug off pressure. If you break 3, the game is boring. I think you can break 4 with the right players, but it pressure keeps the game moving forward and encourages players to make those tough decisions.
Of course your players have to be fans of sandbox gaming and many players aren't, even if they think they are. The party overall needs to be very proactive and purposefully engage with the world. Ideally, the DM in this type of game is being reactive most of the time, having the world respond to the character's actions. Sometimes the DM will stir things up and set something in motion, and the players have to react instead, but usually that is just a consequence of something the PCs did earlier. If PCs just wait around for the story to come to them, it won't work no matter what.
I thinking a lot about this because sandbox games are my favourite style of game to run. I want to run them better.
May 8, 2018 1:34 pm
lenpelletier says:
I have been doing a lot of thinking on sandbox games lately. Since I have interim reports due tomorrow, I will procrastinate and type out these thoughts instead of getting my work done. I'd enjoy any feedback about these ideas.I agree with the above sentiments that sandbox games are not necessarily all that, and you can give players a feeling of agency and control in a variety of ways. But, I love sandbox games. My love of RPGs probably crystallized around playing Traveller with a huge star map, a piece of junk space ship, and enough gas to get me 5 hexes in any direction. So, when I play a game that's really really what I love, it probably hits those vibes hard.
I think the formula for a good sandbox game is pretty much like this:
1. Players begin the sandbox with a clear objective in mind that players buy into before the adventure even begins. This premise cannot be refused, it must be embraced completely.
2. The world has clear, finite boundaries and you're stuck in it. Not too small, not too large.
3. There are many fun plastic dinosaurs buried in the sandbox that reward you for digging around in it - NPCs, secrets, connections, monsters, treasures, intriguing tales, etc.
4. There must be some urgency to complete the objective.
The original Ravenloft module (I6) is the best example of a good sandbox adventure that I can think of. You get put on a track right at the beginning with a clear goal - go to Barovia and kill a vampire! And once you accept the mission, you can't get out until you complete the mission. The start and finish are both predetermined as hell. But, once you are railroaded into Barovia, you can do anything, in any order. And there are tons of fun things to do, secrets to discover, connections to make, things to kill. But, the choices are finite - the mists of Barovia provide distinct boundaries to the world. I think Curse of Strahd and Tomb of Annihilation also make use of this formula, although I haven't played them.
If the sandbox is bookended correctly and stocked full of cool things, I think it can work marvellously. If any of these things fail, however, the game also fails. If you break 1, players don't have a direction and it feels like random wandering. If you break 2, players can too easily reject the premise or shrug off pressure. If you break 3, the game is boring. I think you can break 4 with the right players, but it pressure keeps the game moving forward and encourages players to make those tough decisions.
Of course your players have to be fans of sandbox gaming and many players aren't, even if they think they are. The party overall needs to be very proactive and purposefully engage with the world. Ideally, the DM in this type of game is being reactive most of the time, having the world respond to the character's actions. Sometimes the DM will stir things up and set something in motion, and the players have to react instead, but usually that is just a consequence of something the PCs did earlier. If PCs just wait around for the story to come to them, it won't work no matter what.
I thinking a lot about this because sandbox games are my favourite style of game to run. I want to run them better.
May 8, 2018 2:20 pm
^THIS! Now if I can just pull it off... :-D
Len's 4-item checklist will be super helpful!
I wish I had the time to watch Matt Colville's vids!
Len's 4-item checklist will be super helpful!
I wish I had the time to watch Matt Colville's vids!
May 16, 2018 5:45 am
Wanted to mention that those 4 items are just one way to run the game, not even the best way. Just a way I like to play. There are other, more linear ways, that many people also find fun and many find more fun.
I'm slowly watching Matt Colville's videos ... really enjoyed this one called Lore vs Writing.
Also, recently enjoyed this article called The Emotional Investment of Dungeon Mastering by Mike Shea.
I'm slowly watching Matt Colville's videos ... really enjoyed this one called Lore vs Writing.
Also, recently enjoyed this article called The Emotional Investment of Dungeon Mastering by Mike Shea.
May 16, 2018 3:22 pm
Len, that article is spot on. Sound advice to DMs: don't give a shit about your monsters and NPCs. So simple; so true.
Yeah, man. Any way you judge it, Matt Colville has some outstanding insight and advice about the game.
I've seen quite a few of his videos now. This one was the stand-out for me: the Map is Not the Territory.
About maintaining real flexibility when running a game, always striving to do what works at your table with your players and your game. Respecting the framework and necessity of the rules but resisting the danger of getting bogged down in hard-core rules debates that take a toll on relationships and fun.
Yeah, man. Any way you judge it, Matt Colville has some outstanding insight and advice about the game.
I've seen quite a few of his videos now. This one was the stand-out for me: the Map is Not the Territory.
About maintaining real flexibility when running a game, always striving to do what works at your table with your players and your game. Respecting the framework and necessity of the rules but resisting the danger of getting bogged down in hard-core rules debates that take a toll on relationships and fun.
Last edited May 16, 2018 3:23 pm
May 16, 2018 4:24 pm
One of Matt Colville's tenets that I've taken to heart is that the PHB is not the game. What's written in the PHB and DMG are guidelines, but the point is that the words written therein... they're not D&D.
D&D is what happens at the table.
D&D is what happens at the table.
May 17, 2018 12:19 pm
Those links are great! Thank you for sharing them! The one on the DM's emotional investment was good affirmation for me as I have always been a fan of the characters (and I sure hope it shows).
Lore vs. Writing (what a long video!...but worth it!) was super timely as I've been stuck for the better part of a week (or has it been longer) on the best way to drop some lore on you guys. I have never been a fan of exposition, but realize (as Colville points out) that it's sometimes necessary. Was about to infodump Skandrana Varhu on you guys but tried to give the scene a little drama and plant a few seeds too!
I sure hope you're having as much fun as I am!
Lore vs. Writing (what a long video!...but worth it!) was super timely as I've been stuck for the better part of a week (or has it been longer) on the best way to drop some lore on you guys. I have never been a fan of exposition, but realize (as Colville points out) that it's sometimes necessary. Was about to infodump Skandrana Varhu on you guys but tried to give the scene a little drama and plant a few seeds too!
I sure hope you're having as much fun as I am!
May 19, 2018 10:41 pm
Fan of the characters definitely shows.
When you have another moment, I also enjoy thinking about Narrative Beats in an RPG. There's a whole book on it called Hamlet's Hit Points by Robin D. Laws.
The basic premise is that good fiction needs a balance of up and down beats. An example of its application: those moments where you leap out of your seat and yell "hell yeah!" - like the Millennium Falcon's surprise return in the trench run scene - are often engineered by the writer by preceding it with a sequence of down beats: rebel fighters blow up, R2 gets shot, Red Leader's torpedoes impacting on the surface. But, it can't be too heavy-handed or the suspense is numbing, hence injecting: Obi-Wan's ghost whispers, Grand Moff Tarkin considering evacuation.
Beats tend to either evoke hope (up beat) or fear (down beat) in the audience. Too many beats of the same kind in a row and the story gets boring. There can also be neutral beats, but the same rules apply.
So, for example, Jabes gave us all these cool weapons (big up beat) but tempered it with the news that there might be spies afoot (down beat). Over all it is positive, but there's variety.
First Acts tend to be net positive (a new hope), which sets up the second act to be net negative (empire), which sets up the third act to be triumphantly positive (Jedi).
When you have another moment, I also enjoy thinking about Narrative Beats in an RPG. There's a whole book on it called Hamlet's Hit Points by Robin D. Laws.
The basic premise is that good fiction needs a balance of up and down beats. An example of its application: those moments where you leap out of your seat and yell "hell yeah!" - like the Millennium Falcon's surprise return in the trench run scene - are often engineered by the writer by preceding it with a sequence of down beats: rebel fighters blow up, R2 gets shot, Red Leader's torpedoes impacting on the surface. But, it can't be too heavy-handed or the suspense is numbing, hence injecting: Obi-Wan's ghost whispers, Grand Moff Tarkin considering evacuation.
Beats tend to either evoke hope (up beat) or fear (down beat) in the audience. Too many beats of the same kind in a row and the story gets boring. There can also be neutral beats, but the same rules apply.
So, for example, Jabes gave us all these cool weapons (big up beat) but tempered it with the news that there might be spies afoot (down beat). Over all it is positive, but there's variety.
First Acts tend to be net positive (a new hope), which sets up the second act to be net negative (empire), which sets up the third act to be triumphantly positive (Jedi).
Last edited May 19, 2018 10:42 pm
May 20, 2018 8:04 pm
This stuff is gold, Len! Thank you for this! I read the article several times, and now I want to buy the book!
May 21, 2018 7:06 pm
Hamlet's Hit Points revolves around the analysis of Dr. No, Hamlet, and Casablanca. There's some general RPG discussion but it is 90% analyzing those movies as examples of beat analysis, and it gets quite fiddly. If you want to gauge it, I'd be happy to lend my PDF copy to you. I'm not sure where lending pdfs crosses the line between piracy, feel free to state plainly if anyone thinks this is bad form. I can see an argument both ways.
A couple of things that i found useful from the book:
1. DMs can't engineer this stuff like a writer can. If we try too hard to set these things up and force up beats and down beats, or we are too obvious about it, we ruin player agency and verisimilitude.
2. The dice deliver their own up and down beats. A success or failure can deliver the emotional impact of a story beat. We've all felt the despair of a string of bad rolls or the emotional surge of a timely crit. Combat is a fantastic microcosm of up and down beats which D&D is optimized for. Perhaps it can serve as a model to extrapolate to the larger game?
3. Just noticing the general trend of up and down beats is often enough, correcting for overly positive or negative trends. Correction can be subtle, like interpreting the degree of success of skill checks (maybe you missed the death knight for the third time in a row (3 down beats), but in failing you noticed a strap has come loose in his plate mail and have advantage on your next attack (1 up beat) ). Really this is all Robin Laws advocates for at the table.
4. There is a good interview with Robin D. Laws on the Tome Show podcast discussing the book. I'll find it for ya sometime.
5. I don't know how this changes for PbP. The game is drawn out over a much much longer period of time, so the impact of beats might be different. Is this part of why games fall apart so often? They can't sustain the emotional rhythm that traditional stories deliver?
6. He has a new book about beat analysis that is separate from RPGs and is meant for screenwriters and authors. I think it is a more traditional discussion of the topic rather than example driven, but I'm not sure.
A million and 1 more thoughts rattle around in my head about this and other topics, thanks for listening and discussing!
A couple of things that i found useful from the book:
1. DMs can't engineer this stuff like a writer can. If we try too hard to set these things up and force up beats and down beats, or we are too obvious about it, we ruin player agency and verisimilitude.
2. The dice deliver their own up and down beats. A success or failure can deliver the emotional impact of a story beat. We've all felt the despair of a string of bad rolls or the emotional surge of a timely crit. Combat is a fantastic microcosm of up and down beats which D&D is optimized for. Perhaps it can serve as a model to extrapolate to the larger game?
3. Just noticing the general trend of up and down beats is often enough, correcting for overly positive or negative trends. Correction can be subtle, like interpreting the degree of success of skill checks (maybe you missed the death knight for the third time in a row (3 down beats), but in failing you noticed a strap has come loose in his plate mail and have advantage on your next attack (1 up beat) ). Really this is all Robin Laws advocates for at the table.
4. There is a good interview with Robin D. Laws on the Tome Show podcast discussing the book. I'll find it for ya sometime.
5. I don't know how this changes for PbP. The game is drawn out over a much much longer period of time, so the impact of beats might be different. Is this part of why games fall apart so often? They can't sustain the emotional rhythm that traditional stories deliver?
6. He has a new book about beat analysis that is separate from RPGs and is meant for screenwriters and authors. I think it is a more traditional discussion of the topic rather than example driven, but I'm not sure.
A million and 1 more thoughts rattle around in my head about this and other topics, thanks for listening and discussing!
May 22, 2018 7:05 am
This is all great, Len! Love it!
#5. I should think so. Particularly when there's a lull in posting you lose the rhythm and the whole thing falls apart.
#5. I should think so. Particularly when there's a lull in posting you lose the rhythm and the whole thing falls apart.
May 28, 2018 4:49 pm
lenpelletier says:
I, on the other hand love the turtles! I don't want Baracus's disposition for violence to disguise how fun I think this is :)I'd love to hear any and all advice about NPC's and DMPC's! Thanks in advance!
May 28, 2018 10:51 pm
Jabes.plays.RPG says:
Take them or not, I have no preference either way. I've made my little joke, haha, I won't mind if you guys want ...Jun 3, 2018 3:20 am
So I'm happy you guys are invested in the turtles. Will make it extra fun for me to kill them off. >:-D j/k
Jun 22, 2018 9:31 am
Ok this is my first Battle Grid. Don't think I will be doing these often, but with this foe we are dealing with multiple AoE's so I thought it might be a good idea. Speaking of which, I have questions. How do you figure an effect's radius around a large creature? do you calculate from the creature's center as in Battle Grid 1 (first tab) or from its face as in Battle Grid 2 (second tab)?
Jun 22, 2018 12:57 pm
Jabes.plays.RPG says:
Ok this is my first Battle Grid. Don't think I will be doing these often, but with this foe we are dealing with multiple AoE's so I thought it might be a good idea. Speaking of which, I have questions. How do you figure an effect's radius around a large creature? do you calculate from the creature's center as in Battle Grid 1 (first tab) or from its face as in Battle Grid 2 (second tab)?I believe you calculate the radius from the edges of the creature, as seen in tab 2
Jul 26, 2018 6:37 pm
When we started I said this was going to follow a "monster of the week" format and would not have an overarching plot but the story is starting to take on a life of its own!
To be honest, when I cast the Golden Child as bait on a story hook it wasn't supposed to go beyond this post but look where it's led you now! But I am having fun with it and as long as you guys are too then we're good! :-D
To be honest, when I cast the Golden Child as bait on a story hook it wasn't supposed to go beyond this post but look where it's led you now! But I am having fun with it and as long as you guys are too then we're good! :-D
Jul 27, 2018 6:38 am
Definitely having fun over here!
Some of the most enjoyable moments in DMing usually involve the players or the story surprising you :)
Some of the most enjoyable moments in DMing usually involve the players or the story surprising you :)
Jul 27, 2018 12:56 pm
I'm having a great time. It's always the little plot hooks that end up taking over :P
Jul 27, 2018 7:38 pm
I am thoroughly enjoying myself.
In my experience, there's never a guarantee on what the players will do. You might set up a whole sequence of events that practically screams for them to enter a specific dungeon and discover their big-brained arch-nemesis (and his skinny daft sidekick) at the beginning of a plot to take over the world... but instead they go off to the High Lord's castle and try to bluff their way into a masquerade ball, simply because one of them heard about it in passing.
If you go with the flow, you'll find that fun and interesting things will happen, and the game takes on an unexpectedly new direction. The beauty of it is, at least at the tabletop, everyone will think it's all part of a brilliantly-crafted world you've established. And you just nod and smile as you scramble your mind to figure out what happens next.
In my experience, there's never a guarantee on what the players will do. You might set up a whole sequence of events that practically screams for them to enter a specific dungeon and discover their big-brained arch-nemesis (and his skinny daft sidekick) at the beginning of a plot to take over the world... but instead they go off to the High Lord's castle and try to bluff their way into a masquerade ball, simply because one of them heard about it in passing.
If you go with the flow, you'll find that fun and interesting things will happen, and the game takes on an unexpectedly new direction. The beauty of it is, at least at the tabletop, everyone will think it's all part of a brilliantly-crafted world you've established. And you just nod and smile as you scramble your mind to figure out what happens next.
Jul 28, 2018 2:42 pm
I LOVE when you guys surprise me (and you do it quite a lot). I can't imagine how you guys do this at the table though! In this format I can take days scrambling. How one would do it on the fly is beyond me!
Jul 28, 2018 4:58 pm
It does require some improvisational skill. You can start by describing the scene using all available senses. "You descend into the sewer. Your vision immediately goes black as a foul wind blows out your torch, but the rank odor biting into your nostrils paints a vivid picture of the slippery muck and moist waste that taints the floor."
And then you ask the players, "What do you do?" This gives you an opportunity to answer your own questions, starting off with the five Ws to figure things out (you don't have to answer all five, but it gives you a nudge). What will the players find? Who, if anyone, lives here? When did they begin living here, or were they always here? Why are they here?
Some answers won't come to you right away. You can use more obstacles and player decisions to stall if that's the case. "The characters come to a locked grate, likely placed by the city to keep out the unsavory. To the left, there is a large hole. Do they try to bypass the grate, or take their chances down the hole? If they choose the hole, how do they descend?" Sometimes these compounding decisions inspire your creativity in coming up with additional material; otherwise, it gives you a bit more time to think.
Some DMs rely on their knowledge of popular media to fill in the gaps, and this is why folk like Matt Colville and Matthew Mercer recommend you consume a lot of it. Think about the books you've read or the movies you've seen, and shamelessly copy the scenarios. Maybe the players stumble into the hideout of a muscular red tiefling that shaves his horns, a water genasi bookworm psychic, and a human sorceress with a penchant for fire; all three are an underground team of monster hunters, led by a kindly and wise old sage.
Have the players draw the map, especially if they're going into a dungeon. Make them responsible for keeping track of hallways and rooms, which you can then use to remind yourself of where they are and what could be around the corner. This also gives you wiggle room to make whatever turn the players take be the right turn. If they pick the lock on the grate, the tunnel leads to the lair. If they anchor a rope to descend the hole, they drop into the same lair. Use the unmapped areas to your advantage; the players don't know what's supposed to be there, so why should they question what you describe?
Another option in your pocket is that you can always call for a break. Use the bathroom. Get something to eat or drink from the kitchen, or make a food run. Give yourself the opportunity to think up the new scenario.
And then you ask the players, "What do you do?" This gives you an opportunity to answer your own questions, starting off with the five Ws to figure things out (you don't have to answer all five, but it gives you a nudge). What will the players find? Who, if anyone, lives here? When did they begin living here, or were they always here? Why are they here?
Some answers won't come to you right away. You can use more obstacles and player decisions to stall if that's the case. "The characters come to a locked grate, likely placed by the city to keep out the unsavory. To the left, there is a large hole. Do they try to bypass the grate, or take their chances down the hole? If they choose the hole, how do they descend?" Sometimes these compounding decisions inspire your creativity in coming up with additional material; otherwise, it gives you a bit more time to think.
Some DMs rely on their knowledge of popular media to fill in the gaps, and this is why folk like Matt Colville and Matthew Mercer recommend you consume a lot of it. Think about the books you've read or the movies you've seen, and shamelessly copy the scenarios. Maybe the players stumble into the hideout of a muscular red tiefling that shaves his horns, a water genasi bookworm psychic, and a human sorceress with a penchant for fire; all three are an underground team of monster hunters, led by a kindly and wise old sage.
Have the players draw the map, especially if they're going into a dungeon. Make them responsible for keeping track of hallways and rooms, which you can then use to remind yourself of where they are and what could be around the corner. This also gives you wiggle room to make whatever turn the players take be the right turn. If they pick the lock on the grate, the tunnel leads to the lair. If they anchor a rope to descend the hole, they drop into the same lair. Use the unmapped areas to your advantage; the players don't know what's supposed to be there, so why should they question what you describe?
Another option in your pocket is that you can always call for a break. Use the bathroom. Get something to eat or drink from the kitchen, or make a food run. Give yourself the opportunity to think up the new scenario.
Jul 29, 2018 4:32 am
It's definitely tougher at the table to come up with stuff based on player actions. You'll often find that the players like to think out loud and guess what might be ahead. You can often use the players' paranoia to spark your own imagination and fill in any gaps.
When that doesn't work, stall for time! Throw a random battle in (always keep a couple handy that are believable in many locations). Goblins work almost anywhere, as do giant rats, and many large bugs.
When that doesn't work, stall for time! Throw a random battle in (always keep a couple handy that are believable in many locations). Goblins work almost anywhere, as do giant rats, and many large bugs.
Last edited July 29, 2018 4:34 am
Aug 1, 2018 2:37 pm
Guys, this stuff is gold! Thanks! I will try to apply this wisdom to our game moving forward!
Oct 17, 2018 4:19 pm
I think it was on Discord that the discussion on battlefield features came up.
So I'm going to try something here, see how it goes. Everyone give me one battlefield feature that you think you can use. Make one up. I reserve the right to reject it if it's too crazy, but knowing you guys, it probably won't come to that.
lenpelletier says:
I stole from sly flourish, who's got lots of good TotM advice. Sometimes it works well. But, I'm still learning how to make that consistent. I've run fights with that technique but none of the features were used. Need to think about how that works. I think part of the key is tying the features to a class ability. Rogues are gonna use dark shadows because it lets them use their hide action, for example. But, it's not easy to do that consistently without being repetitive and boring.[ +- ] Map
We are not doing grid combat - this map is just to help you visualize the area. Ignore the spike pit trap. Rows of batteries jars instead of bookshelves. Stargate on the dais. Rats everywhere.


Oct 17, 2018 4:46 pm
Are the non-platform areas empty space, or are they solid earth and rock? That is, if I were by one of the bookshelves, could I see the shelves on the other side of the map?
Oct 17, 2018 5:14 pm
That's solid rock. And in our version there are no bookshelves. It's all batteries jars.
Oct 18, 2018 5:10 pm
Jabes, Urban is always wanting to look around any battlefield and find ways to wreak unconventional mayhem.
Would love to...
...slam Rat God into a huge cauldron filled with burning coals.
...pick up a sturdy cast iron candelabra stand and stab Rat God with it
...pull up a steel grate and hit Rat God with it
...trip Rat God into a well, pit, or maybe a cage for prisoners
I was already thinking about asking for more details on those jars -- see if they could be smashed, tipped over, picked up, or used to electrocute.
Would love to...
...slam Rat God into a huge cauldron filled with burning coals.
...pick up a sturdy cast iron candelabra stand and stab Rat God with it
...pull up a steel grate and hit Rat God with it
...trip Rat God into a well, pit, or maybe a cage for prisoners
I was already thinking about asking for more details on those jars -- see if they could be smashed, tipped over, picked up, or used to electrocute.
Last edited October 18, 2018 5:11 pm
Oct 18, 2018 5:34 pm
DMJ says:
I was already thinking about asking for more details on those jars -- see if they could be smashed, tipped over, picked up, or used to electrocute.Oct 18, 2018 6:23 pm
So, here are some environmental effects that would entice Baracus:
Baracus is good at:
1. Hitting things multiple times. Any effect that triggers per hit will be very potent for him. So, a positive modifier on damage rolls given from a spell or aura.
Suggestion: Aura of Pain: A black orb follows the Rat God, a trans-dimensional demonic entity that has followed it through the planes and feeds off the suffering it causes. It cannot attack, but it enhances any damage roll by +2 (same damage type as weapon) in the room. It always hovers near the Rat God and flashes red whenever its bonus is applied. It has AC 10, HP: 10. It recharges its HP to full any time a creature takes damage in the area.
Feels a bit clunky mechanically. Not sure if it's worth it for the demon. Might be easier if it is just an aura coming out of the Rat God.
2. Taking damage: Baracus is a tank. Damage reduction, huge HP - he can take the pain. His foes might suffer disproportionately from terrain that damages because he can grappling and pushing things (especially with his new Way of the Open Hand techniques that trigger off of Flurry of Blows).
Suggestion: Twisted terrain. The portal is blending realities with what is on the other side. Every other round (or whatever) the portal spasms and the terrain of the room is twisted into a demonic hell version of itself. The floor and walls grows razor sharps spikes during this time, affecting the entire room as if affected by a 2nd level Spike Growth Spell.
Feels a bit too strong, and might annoying because of how it restricts movement.
3. Swinging his father's axe: Baracus is motivated by his quest to become as strong as his father.
Suggestion: Perhaps the walls between the planes are weak given the portal, and when Baracus calls his father to witness his actions, he actually feels his father's gaze upon him. Maybe his father's axe is imbued with MEGA POWER (double damage or maybe a smite spell cast upon on it) for short period of time, after which his father will judge his actions. Since a battle axe is not a monk weapon he won't be able to do any monk powers while wielding it, so damage output will probably be about the same or worse, but there would be lots of cool RP goodness.
Just shooting from the hip here, and I won't be at all sad if none of these see the light of day. All of them are a little clunky, could benefit from some streamlining / simplification / power balancing.
Baracus is good at:
1. Hitting things multiple times. Any effect that triggers per hit will be very potent for him. So, a positive modifier on damage rolls given from a spell or aura.
Suggestion: Aura of Pain: A black orb follows the Rat God, a trans-dimensional demonic entity that has followed it through the planes and feeds off the suffering it causes. It cannot attack, but it enhances any damage roll by +2 (same damage type as weapon) in the room. It always hovers near the Rat God and flashes red whenever its bonus is applied. It has AC 10, HP: 10. It recharges its HP to full any time a creature takes damage in the area.
Feels a bit clunky mechanically. Not sure if it's worth it for the demon. Might be easier if it is just an aura coming out of the Rat God.
2. Taking damage: Baracus is a tank. Damage reduction, huge HP - he can take the pain. His foes might suffer disproportionately from terrain that damages because he can grappling and pushing things (especially with his new Way of the Open Hand techniques that trigger off of Flurry of Blows).
Suggestion: Twisted terrain. The portal is blending realities with what is on the other side. Every other round (or whatever) the portal spasms and the terrain of the room is twisted into a demonic hell version of itself. The floor and walls grows razor sharps spikes during this time, affecting the entire room as if affected by a 2nd level Spike Growth Spell.
Feels a bit too strong, and might annoying because of how it restricts movement.
3. Swinging his father's axe: Baracus is motivated by his quest to become as strong as his father.
Suggestion: Perhaps the walls between the planes are weak given the portal, and when Baracus calls his father to witness his actions, he actually feels his father's gaze upon him. Maybe his father's axe is imbued with MEGA POWER (double damage or maybe a smite spell cast upon on it) for short period of time, after which his father will judge his actions. Since a battle axe is not a monk weapon he won't be able to do any monk powers while wielding it, so damage output will probably be about the same or worse, but there would be lots of cool RP goodness.
Just shooting from the hip here, and I won't be at all sad if none of these see the light of day. All of them are a little clunky, could benefit from some streamlining / simplification / power balancing.
Oct 19, 2018 3:17 pm
Among the effects that favor specifically Baracus, I think my favorite is the Twisted Terrain. Possibly more suited to grid combat than TOTM though. In the same vein, I actually considered putting the pit trap back in.
Great article, Len! And lots of useful stuff in the comments as well, including this other article on terrain features
Have any of you guys ever played 13th Age? Interesting system. One of the things I like best about it is this escalation die mechanic. I agree with some of the suggestions that for 5e the bonus to hit can get pretty extreme, and honestly kinda boring. You guys understand the game math far better than I...where do you think the escalation value could be applied in a fun, balanced way?
lenpelletier says:
Relevant article: http://dmdavid.com/tag/creating-dd-locations-that-encourage-dynamic-combat-scenes/lenpelletier says:
Another idea: https://www.reddit.com/r/DnDBehindTheScreen/comments/9p8ycd/the_escalation_die_stolen_mechanics_13th_age/ Oct 19, 2018 6:54 pm
Honestly, most fights with Monster Manual creatures don't last past 3 or 4 rounds as it is, so breaking the math of the game isn't that big a deal in my opinion.
I'd like to see the escalation die used in different ways. So, for example, maybe there is a 'summon Beelzebub counter' in a fight, and it starts at zero. If at least 1 evil cultist is chants the dark ritual in this round of combat, it goes up by 1 at the end of the round. Beelzebub is summoned when the counter gets to 4. But, there are bone devils between you and the chanters that you can't ignore either. And for good measure, the chanters are actually mind-controlled children so fireballing them is off the table. Maybe you land a silence spell and stave it off for a couple rounds but then the wizard loses concentration and the chanting comes back up and the die keeps going up.
I think when that die is at 3, the game would be super tense and fun. But, you'd have to allow for the possibility of actually allowing Beelzebub to come into our world. It's a difficult thing to balance - you want the players to be able to succeed, but there should be a reasonable chance of failure or there is no tension.
I guess you could lower the stakes. Perhaps Beelzebub isn't summoned, but a gateway to hell is opened somewhere in the world. Or you could like in Season 4 of Angel where the big bad that got summoned turned out to bring about world peace and perfect happiness, or at least the illusion of it.
Anyway, I'm getting off topic :)
I'd like to see the escalation die used in different ways. So, for example, maybe there is a 'summon Beelzebub counter' in a fight, and it starts at zero. If at least 1 evil cultist is chants the dark ritual in this round of combat, it goes up by 1 at the end of the round. Beelzebub is summoned when the counter gets to 4. But, there are bone devils between you and the chanters that you can't ignore either. And for good measure, the chanters are actually mind-controlled children so fireballing them is off the table. Maybe you land a silence spell and stave it off for a couple rounds but then the wizard loses concentration and the chanting comes back up and the die keeps going up.
I think when that die is at 3, the game would be super tense and fun. But, you'd have to allow for the possibility of actually allowing Beelzebub to come into our world. It's a difficult thing to balance - you want the players to be able to succeed, but there should be a reasonable chance of failure or there is no tension.
I guess you could lower the stakes. Perhaps Beelzebub isn't summoned, but a gateway to hell is opened somewhere in the world. Or you could like in Season 4 of Angel where the big bad that got summoned turned out to bring about world peace and perfect happiness, or at least the illusion of it.
Anyway, I'm getting off topic :)
Oct 29, 2018 2:44 am
Naatkinson says:
I forget my cigar. Damn.Because of the nature of PbP though, sometimes it's a good idea to be flexible with these rules. Is this one of those cases? I'm feeling like "no, it's not", but what do you guys think? What are some of those cases?
Apr 21, 2019 1:29 pm
For this first encounter against the kalding I would like to try the mob combat rules as suggested by Len and also Dramasailor over on the Discord chat. I'm reading Page 250 of the DMG and also this article... and I don't get it LOL! I mean, I get the concept, but I don't follow the calculations, and I don't understand how to use the Sly Flourish calculator.
I'm rereading it now. Gonna need your help wrapping my head around this one!

For example, eight orcs surround a fighter. The orcs' attack bonus is +5, and the fighter's AC is 19. The orcs need a 14 or higher to hit the fighter. According to the table, for every three orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter.Okay, I get that. Doesn't feel very intuitive to me. Totally reliant on a table. But okay.
Now how about a PC attacking the mob? I suppose I go with treating the mob like a swarm. A single mass of hit points that you whittle down.
Obviously this deprives the baddies of tactics a little bit. You no longer have one guy disarming the PC, then knocking the PC prone and then two other guys laying the smackdown from flanking positions. But I think for the kalding, who Makisig describes as relying on overwhelming numbers rather than martial prowess, this'll do.
I'm rereading it now. Gonna need your help wrapping my head around this one!
DMG says:

For example, eight orcs surround a fighter. The orcs' attack bonus is +5, and the fighter's AC is 19. The orcs need a 14 or higher to hit the fighter. According to the table, for every three orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter.
Now how about a PC attacking the mob? I suppose I go with treating the mob like a swarm. A single mass of hit points that you whittle down.
Obviously this deprives the baddies of tactics a little bit. You no longer have one guy disarming the PC, then knocking the PC prone and then two other guys laying the smackdown from flanking positions. But I think for the kalding, who Makisig describes as relying on overwhelming numbers rather than martial prowess, this'll do.
Apr 21, 2019 3:16 pm
The link to the table didn't work but I'm assuming you're talking about the "handling mobs; mob attacks" table? It is definitely THAC0-y in its complexity. Here's the math behind it:
Say 30 pirates with +3 to hit and avg damage of 4 attack Elspa (AC 18) and Rygnar (AC 15). Fifteen attack Elspa; they need to roll a 15 (18-3=15) or higher to hit, which happens 30% of the time (or ~ 1 in 3 times) you roll a d20. So about 30% or 5 pirates will hit (0.3 x 15 = 5), doing 5x4=20 damage before resistances. I see the actual chart says 1 in every 4 hit; I'm assuming that's because they bundled the 15 with the 16. In general the table seems to skew in favour of the players.
The other 15 attack Rygnar. They need to roll 12 (15-3=12) or higher to hit, so about 45% will hit (or about half). So Rygnar gets hit by about 7 pirates (0.45 x 15 ~= 7) for 7x4= 28 damage before resistances.
The table basically replaces the need to do the multiplication and division, you can just look up how many monsters you need to get 1 hit and count from there how many hits you get.It deprives baddies from tactics, yes, but not from bad ass description and cool naration!
Say 30 pirates with +3 to hit and avg damage of 4 attack Elspa (AC 18) and Rygnar (AC 15). Fifteen attack Elspa; they need to roll a 15 (18-3=15) or higher to hit, which happens 30% of the time (or ~ 1 in 3 times) you roll a d20. So about 30% or 5 pirates will hit (0.3 x 15 = 5), doing 5x4=20 damage before resistances. I see the actual chart says 1 in every 4 hit; I'm assuming that's because they bundled the 15 with the 16. In general the table seems to skew in favour of the players.
The other 15 attack Rygnar. They need to roll 12 (15-3=12) or higher to hit, so about 45% will hit (or about half). So Rygnar gets hit by about 7 pirates (0.45 x 15 ~= 7) for 7x4= 28 damage before resistances.
The table basically replaces the need to do the multiplication and division, you can just look up how many monsters you need to get 1 hit and count from there how many hits you get.
[ +- ] Dice Probabilities of Elspa's example
There are six ways to roll a 15 or higher on a d20 you can roll a 15, 16, 17, 18, 19, or 20. That gives you a 6/20 or 30% chance to hit.
Last edited April 21, 2019 4:16 pm
Apr 23, 2019 12:08 pm
I thought I posted this yesterday:
At least, that's my impression. The heroes are stalwart against the onrushing horde, those few against many. The rules provide a little bit of random chance to see how the battle goes.
If we did want tactical combat, perhaps we narrow our focus down to two or three opponents against a single hero, while the rest of the battle rages on. Obviously this only works if the heroes are among other allies, like NPC soldiers.I'm going to try these mechanics as an experiment but I already feel like it's not going to be my favorite way of running combat.
"Zooming in" on heroes fighting smaller units is how I instinctively feel like running mass combat. We'll see that if/when you decide to join the rest of the tikbalang in their war.
I'm totally drained today, and need to cram a cake tomorrow. Will begin this encounter after.May sneak a post piecemeal though, we'll see. :-)
Quote:
CancerMan says:
i was going to post something in regards to mob combat, but i think it might detract from the thread. I only wanted to say that the rules as presented are really designed to evoke the feeling of mass combat, like we'd see in movies or video games.At least, that's my impression. The heroes are stalwart against the onrushing horde, those few against many. The rules provide a little bit of random chance to see how the battle goes.
If we did want tactical combat, perhaps we narrow our focus down to two or three opponents against a single hero, while the rest of the battle rages on. Obviously this only works if the heroes are among other allies, like NPC soldiers.
"Zooming in" on heroes fighting smaller units is how I instinctively feel like running mass combat. We'll see that if/when you decide to join the rest of the tikbalang in their war.
I'm totally drained today, and need to cram a cake tomorrow. Will begin this encounter after.
Apr 23, 2019 12:32 pm
Reading through Len's post again, I now realize what should've been glaringly obvious from the beginning: There's no rolling. Assuming you send the same number of baddies at the hero every round, the hero will take a fixed amount of damage per round for that encounter. That amount will change as the hero takes baddies out, reducing their numbers.
Well, duh! I can be so slow sometimes! XD
Well, duh! I can be so slow sometimes! XD
Jun 28, 2019 6:57 am
Gee, I gotta be honest, I didn't even think about the spellcasting stat for those tattoos. I didn't even take those spells from a single class spell list. I just picked what I thought might be fun but not OP. So can you guys critique them as a whole or individually?
Lightning: Lightning Lure
Wind: Longstrider
Fern: Cure wounds
Flower: Heroism
Tree: Resistance
Sun: Word of Radiance
Crocodile or Python skin: Shield (reaction to trigger)
Storm cloud: Thunderclap
Swords: Sword BurstHere's the relevant DMG text that I didn't bother to consult until now. Would it be game-breaking to just say "all tattoo effects use +5 spellcasting ability modifier"? Was it a bad idea to mess with the action economy and hand-wave concentration?
Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability-perhaps you're a rogue with the Use Magic Device feature- your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.Thanks in advance, guys!
Quote:
Each tattoo holds 1 charge, replenishes daily at dawn. Bonus action to activate unless otherwise specified. Activating a tattoo is not considered spellcasting. None of these effects require Concentration. All effects have a range of Self only.Lightning: Lightning Lure
Wind: Longstrider
Fern: Cure wounds
Flower: Heroism
Tree: Resistance
Sun: Word of Radiance
Crocodile or Python skin: Shield (reaction to trigger)
Storm cloud: Thunderclap
Swords: Sword Burst
Quote:
SPELLS Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability-perhaps you're a rogue with the Use Magic Device feature- your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.
Jul 1, 2019 5:30 pm
I can tell that some of these are far more powerful than others. Specifically the one that grants Heroism, which is basically an extra 50 hit points if you give us the equivalent of a +5 spellcasting modifier.
Jul 1, 2019 5:47 pm
Jabes.plays.RPG says:
It looks like I misunderstand Heroism. I didn't think the THP would accumulate!Jul 1, 2019 6:06 pm
Ah that makes sense. I didn't think of that. Thanks for the feedback! Can you suggest a good alternative that delivers the same flavor but isn't so OP? I should've stuck with my original idea of only granting cantrip level effects.
Jul 1, 2019 6:13 pm
Jabes.plays.RPG says:
Ah that makes sense. I didn't think of that. Thanks for the feedback! Can you suggest a good alternative that delivers the same flavor but isn't so OP? I should've stuck with my original idea of only granting cantrip level effects.But if you do want to balance it more, there are a couple ways to do it.
1. Lower the power of the outliers (+3 spellcasting mod lowers the HP gained, for example.
OR
2. Increase the power/usability of the weaker ones. Grant more uses of the cantrip abilities, allow them to be used as a reaction or bonus action, etc.
Jul 1, 2019 6:37 pm
Quote:
Each tattoo holds 1 charge, replenishes daily at dawn. Bonus action to activate unless otherwise specified. Activating a tattoo is not considered spellcasting. None of these effects require Concentration. All effects have a range of Self only.Thoughts?
Jul 2, 2019 6:22 am
It's fine, I can pick another one. Wind: Longstrider seems fun. Knight Rider turbo boost. Post edited.
Last edited July 2, 2019 6:24 am