I think we just had one of the most fun ttrpg rounds since forever, and I am so very happy!

Looking into games. I bought some bundles in the past and am currently scrolling through their contents. Anything I should definitely try? :thinkergunsunglasses:

Today was an epic round! The group made camp in a big cavern, and they appointed three watches.
First watch: :d20: 1. Falls asleep, loses track of time.
Second watch: :d20: 1! Also falls asleep, no idea for how long, well, must be time for the next one?
Third watch: :d20: fucking 1! Can you believe it! And yes, he also falls asleep on that cozy rock!

We were laughing so hard!

We're playing in the flesh today! And I made a new DM screen, a low one. I've felt too far removed from my players in the past, and I hope this helps.
The back is made from faux leather that I glued onto cardboard pieces.

I got my reasons why I quit playing DSA ("the dark eye") alltogether after having considered it my favorite system for decades. They are all related to the way the system tries to make and keep the PCs small and the way the world is rigid and set in stone. I so enjoy the freedom of creating my own world!

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Ich habe vor ein paar Jahren all meinen DSA-Kram aussortiert. Jetzt gibt es in meinem Regal nur noch meine Aufzeichnungen, D&D, Fiasco, Würfel, Sanduhren, Marker, selbstgeschnitzte Siegel und Co.

Our group fought a dragon yesterday, and they did really well! I'm very proud.
Also, I think the fight was not too draggy. I'm pretty happy!
(Need to work on my guttural growl a bit more, though.)

Hey, people of mastodon, does world building and DMing also make you feel super vulnerable?

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3) I need to let go of some *more* of my fears of being ridiculous and boring at the same time. As a DM, providing the world and story opportunities can make me feel vulnerable. I need to push through this. Consciously, carefully. Because whenever I tried before and went "go big or go home!" - I went home... But I want to change that.

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So, things I learned:

1) Our super short 2h-sessions are in fact even shorter and leave us with 1-1.5h of play time. I need to adjust my pacing! When I started DMing, I got used to generous 3-4h. But those longer arcs don't transfer easily to the super short sessions.

2) I need to write down descriptions. Vignettes. I don't know how I got there, but I was thinking writing down less important things that build the mood of a scene was somehow shameful? That's bullshit. I am changing that NOW.

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I got some answers. Had a long-ish talk with two players, and two others wrote me long e-mails. I can see things much clearer now, and I am very grateful for that. I'll detail my thoughts in the next toot(s).

I really hope we can all commit to a short feedback round at the end of our games. I appreciate the openness and will to improvement from all sides I heard from so far.

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After a whole month, my artisan dice have arrived. They are so gorgeous!

One addendum to Ten Candles: We got together at about 20:30 and we were finished at about 01:30 in the morning. 5 hours. Probably due to bad dice rolls in the beginning and me not being able to create enough challanging conflict situations, I guess. So it went quite long, way longer than the 2-3 or even 2-4 hours I read about. The candles were also still doing pretty well. None was close to go out by itself.

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So, would we play again? Maybe. I honestly prefer Fiasco as a oneshot game system. As a GM, I also felt left out of the fun a bit, even though I enjoyed narrating and creating creepiness. We all felt that as we were narrating a common story, it felt strange and artificial to roll dice to "win" narration rights. It felt unnecessary and overly complicated.

But it was a fun evening and a cool experience! 9/9

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We also had real difficulties with maintaining a serious tone. I am notoriously bad at this, I love to make jokes when playing and even DMing. As humor tends to lighten up the mood quite a bit, the immersion wasn't too deep. Which was, in all honesty, totally fine with me. The playing area was a bit gloomy with just 1-3 candles lit, but not totally dark, and that was also okay. I think we all didn't "feel" the darkness creeping closer, even though darkening candles was a fun detail. 8/9

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We all agreed that the randomness in which the candles were darkened (or rather not darkened for too long) was a problem.

Also, the initial recording that's played at the end of the game is super important. Somehow I didn't convey the kind of message the players should record, and everyone just left one snappy sentence. I think if the recording had been more personal, its impact would have been so much better and the game would have profited a great deal. 7/9

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This is definitely sth I'd want to improve on should I GM Ten Candles again: I need to create interesting, threatening challenges.

My players btw did pretty well with co-creating the world, creepy stuff and not playing too much "against" me. Only towards the end that changed a bit for some players. They also played their characters very well, and they seemed to enjoy it. Nevertheless, we didn't completely fall in love with the system. 6/9

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The first 2-3 rounds felt like forever. I also struggled with creating horror: I think I did pretty well with my narration, especially as everything was improvised. I was very happy with that, and'll remind myself of this game whenever I doubt I can narrate well.

But: Horror is not my favorite genre. I don't like it too much, so the mood I set was more like "creepy" but not "horror". I also struggled with creating good challenges and relied too much on the players to come up with things. 5/9

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First, we used a oneshot consent sheet I created. German version here: drive.google.com/file/d/1uV6TA When we were ready to play, character creation needed well over half an hour. I don't know if that's bc we wanted to come up with really unique concepts, or bc we come from a different rpg background (mainly DSA, D&D, but also Fiasco).

When we started, we had bad luck with the dice: The rolls were too good! The dice pool didn't shrink quickly enough, which is one method of pushing the story forward.

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