I just realised I have not written an #introduction yet.
I'm a French geek and role-player. So sorry for any English mistakes, this is not my native language.
I have been playing RPGs for about 30 years, but I only played or GMed in a few "real" campaigns, mostly in recent years. Most people find it harder to gather players on a regular basis as they get older, my experience is rather different. Go figure...
My main account (mostly in French) is at https://pleroma.oook.fr/users/nono
So this is the third evening I spend basically redrawing a whole dungeon level to fix an error I'm quite sure my players wouldn't have spotted anyway. And this will probably require a new version of level 3 as well.
I'm actually quite pleased with the new version, but I'm not fond of changing an existing map after the PCs have entered the place, even though the changes are purely cosmetic.
How would you handle this kind of situation?
A couple of days ago, while reviewing the dungeon for my next D&D game (well ahead of time, and it was a good idea), I spotted a huge inconsistency between the maps of level 1 (mostly explored) and 2 (the PCs only saw a couple of rooms). Of course I had to redraw part of level 2, which required a larger sheet of paper, which of course needed to be filled.
I kept most of the layout of level 2, but added a bunch of (mostly) empty rooms. Which gives a more consistent feel to level 2.
Ruprechts RPG Blog has a piece wondering about D&D gods trying to mess with rival deities by granting spells to said rivals' heretics or misguided followers.
I have long been thinking something akin had happened in the Forgotten Realms canon, even though nobody at WotC ever recognized it AFAIK. Does anybody else think Cyric is just an aspect of Leira attempting (and succeeding) to gain new worshippers and raise her status?
When it comes to #ttrpg rules sets, what are your preferences regarding editions/revisions, and why? Also, how does availability of a translation to your native language affect your choice? Boosts welcome ;-)
Gnomes, being fairies, have a hard time understanding such silliness as basic physics and other natural laws.
I mean, of course, if you want to follow the road, you need to cross the river, walk around this big tree over there and cross back beforehand. How could you get to your destination otherwise?
To a human, gnomes are basically undistinguishable from one another: 70 cm high people with stone-gray skin, all dressed in similar flashy colours.
Of course, to a gnome, all humans look alike as well.
Gnomes, at least the dominant gnome culture in the area, also seem quite litteral-minded, but this is totally unrelated; their language is just not well-suited for metaphors, and they have a hard time translating them.
Orcs are fundamentally unable to create. With time, if taught properly and repeatedly, they can learn to build simple devices like a firepit or maybe a simple fence, but that's the most they can do. Their gods made them this way.
Of course, that's why they are keeping slaves.
Tonight, the PCs found one of the four banners of Vanya. I knew there was a banner in there, and I knew it was related to Vanya; I came up with the Four on the spot.
I suspect they will go after the other three. Where could they be? We'll see...
review site project idea
Idea I probably won't get around to: a bookwyrm instance specifically for reviewing RPG books. In particular, reviewing adventure modules.
This idea from my digging, over the last couple years, through old modules and Dungeon, looking for location-based adventures to add to a sandbox campaign with minimal effort.
Could add custom review criteria:
I have more or less finished prepping for the trip the PCs intend to take next time. I have been trying the pathcrawl procedure described at https://detectmagic.wordpress.com/2014/04/22/pathcrawl/ ; it is a bit rough around the edges but I quite like the results. It calls for more campaign-specific tables to make a complete system but it is quite usable as is as a set of guidelines.
The first minotaurs were constructs, created by the same wizards that made the first owlbears and chimeras.
The minotaurs pleaded with the immortal Hapocles, who accepted to grant them actual life with an actual soul. All the immortal asked in return was gold. Lots of gold.
Now the minotaurs are still doing whatever it takes to get as much gold as they can, to fulfill the bargain of their ancestors. One day, hopefully soon, they will be free to live their own lives.
Of course, a conspiracy to overthrow the throne is much more interesting than a ruthless rich doctor. I had not expected that, though. :-)
A few sessions ago, the party thief, who had been wounded, went to see a doctor. The doctor couldn't heal her so she left without paying. The doctor sent mercenaries after her.
Today, the mercenaries finally caught up. A NPC the party saved last session offered to cover the mercenaries' expanses, provided the thief payed the initial fee.
The players spent most of the session trying to tie both the NPC, the mercenaries and a few unrelated rumours into a plot that may or may not exist.
Is reading the Grimtooth's Traps series instead of finishing the dungeon for tomorrow a good idea?
Obviously not a substitute for more rigid planning, more of an alternate. I find it useful for secondary plots in city adventures, for instance.
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