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
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.
Random events tables? Sure. Each event is basically a unique encounter. The table has more entries than possible dice results, say 8 or 10 if you use 1d6. When events happen, they get deleted, making "higher" results possible.
An unexpected meeting with an enemy may start at number 7 or 8, so it won't be the first event of the game. Maybe the enemy has just arrived in town? On the other hand, meeting someone who knows the enemy is after the PCs may be possible (but not certain) earlier.
@nono as an in-between, maybe say where the rumours are coming from. city guardsmen, farmers, local street kids, and late-night tavern dwellers would all suggest different levels of believability
My take is that as DM, you need to know the assertive truth. Was there a dragon or not? And then you also could note what the lore tidbit is. “Mershy and Harrioph claim they saw a dragon landing north of the town.” It’s nice because then the players can go see M&H or they can go directly north.
I’ve been experimenting with the “can come from any source” bit, not sure if I absolutely hate it or if it’s OK, buuuuut you as DM need to know if it’s true or false. There are false rumors in my system, completely bogus statements. They often lead to bad gameplay so be careful.
Maybe it's obvious, but it occured to me yesterday while working on a rumours table for my current campaign: make your rumours assertive. "A dragon landed north of the town last sunday", not "some people claim they saw a dragon landing north of the town." It may be true, or false, or anywhere in between, and it may come from any source; let the players investigate if they want more info.
A few days ago, James Maliszewski wrote about Big Trouble in Little China being one of the best depictions of the #DnD underworld. It was on my list of films to watch, so I did today. The film itself is tongue-in-cheek cheesy as hell, much as you would expect from Carpenter, but... I mean, demons, undead wizards and a beholder!
Unrelated, but about the death of the PC last time, one player told me I roleplayed the gelatinous cube very well. Not sure what to make of it. ;-)
I'll be GMing low-level D&D tomorrow (most of the party should hit level 2 after this game). One player has a new character, his old one has been killed last time. Same player will be leaving the campaign after this game (for unrelated reasons). Any ideas of a good way to handle this? I was thinking his new character could be a quest giver (I have a few suitable plot threads). Does anyone have another / better idea?
I'm a bit late but I'm just discovering this series. A very good read, at least the first two parts (I'm just beginning part 3 right now).
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