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  • Showing only topics in ~games.tabletop with the tag "dungeons and dragons". Back to normal view / Search all groups
    1. How do you design your campaigns?

      Let me define a campaign as an episodic story with a clear hook, rising action (or actions), climax, and ending. It would ideally be a story that goes for multiple (at least 4 or 5) play sessions...

      Let me define a campaign as an episodic story with a clear hook, rising action (or actions), climax, and ending. It would ideally be a story that goes for multiple (at least 4 or 5) play sessions so as to distinguish it from a one shot.

      How do you, as a DM, develop and run these?

      Over the years in my group we've all taken turns running campaigns, one shots, sessions, etc and what's always fascinated me most is how everyone's planning style is so different. Some get into ridiculous detail, while others (guilty...) tend to improv.

      19 votes
    2. The Mul: A half-human, half-dwarf race from Dark Sun

      I have been working on adapting the Mul from AD&D 2e's Dark Sun into my general AD&D 1e campaign to coincide with the deletion of gnomes (they deserve it). I chose to not simply take them 1:1...

      I have been working on adapting the Mul from AD&D 2e's Dark Sun into my general AD&D 1e campaign to coincide with the deletion of gnomes (they deserve it). I chose to not simply take them 1:1 since even the dwarf has different mechanics in Dark Sun. I took into consideration what the dwarf is good at, as well as how the half-elf and elf relate, and tried to model it in the same way.

      What I'd like is opinions from people with experience in the pre-WotC editions of D&D that are pre-disposed to picking demi-humans on whether the mul is something they'd pick.

      Note that the Runecaster is a Fighter subclass from a 2e supplement that I've ported back and the Occultist is a personal creation that combines the cleric and magic-user with additional abilities in the way that the 1e bard does with the fighter and thief.

      • Requires Strength 8 and Constitution 6
      • Gains +1 to Strength and -1 to Charisma
      • Gains +1 to poison saves per 4 points of Constitution
      • Can detect certain aspects of stonework within 10'
        • At 30%, detects grade/slope, new construction/passage, moving walls/rooms
        • At 25%, detects traps relating to pits, falling blocks, etc. as well as approximate depth underground
      • Thief adjustments as follows
        • -5 to Open Locks and Read Languages
        • +5 to Move Silently and Climb Walls
      • Infravision 60'
      • May qualify and check for psionic ability per the PHB Appendix 1
      • Classes Allowed (Level Limit), with dwarf for comparison
        • Cleric (U), 6* for dwarf
          • Druid (6), NA for dwarf
        • Fighter (8), 7* for dwarf
          • Runecaster (9*), U for dwarf
        • Thief (U), 10 for dwarf
        • Can qualify for Occultist, NA for dwarf
          * Having a prime requisite of 17 or 18 will increase this limit by 1 or 2 levels, respectively.
      8 votes
    3. DM-ing with a stutter?

      I have a friend who plays in my regular D&D game and has a pretty significant stutter. The rest of the party are great about this and are very patient and understanding, so I'm not looking for...

      I have a friend who plays in my regular D&D game and has a pretty significant stutter. The rest of the party are great about this and are very patient and understanding, so I'm not looking for advice in that area, but this friend has also expressed a desire to create and run a campaign. I would love to play in his game, but I know he worries that his stutter would severely restrict his ability to be an effective DM. Unfortunately, at least as far as traditional DM-ing is concerned, I think he's just objectively correct. But that got me wondering - are there ways to work around his impediment or rearrange the typical flow of a D&D session that could allow him to do it?

      Things we've considered:

      • Asynchronous play by text (in Discord): This technically would work just fine, but it obviously doesn't feel the same as real-time play where everyone is in the moment together. IIRC, the last time we talked about this, he didn't really sound interested in pursuing it.
      • Him doing the writing and prep and me actually running the game: This also would technically work, and I told him I'd be honored to do it, but I'm sure he'd prefer to not have to filter his ideas through someone else and trust that person to execute them faithfully. I know I would feel bad every time I failed to deliver something the way he intended. I also wouldn't be able to be a player for him if we did this.

      Things I've wondered about but not suggested yet:

      • Is there some sort of text-to-speech (TTS) engine that he could use to help him run the game in near real time? I'm thinking like a Stephen Hawking situation. This would relieve the social pressure of having to overcome the stutter, and it would also allow him to write chunks of speech ahead of time and just paste them in at game time. There would of course be delays as he types out improvised parts, but it would still be closer to a traditional experience than something like asynchronous play.
      • Is there a way we could pull off a kind of co-DM arrangement where he's more involved in the moment, rather than simply writing and planning? This would still take me out of his pool of potential players, but it would be better than me just running the game by myself. What could this look like?

      Are there possibilities I'm not considering? What tools and strategies could he/we use to mitigate this and help him be successful as a DM? Is there a way to dramatically reimagine what a D&D session looks like that might still be fulfilling for him and everyone involved?

      Edit: Should have mentioned we play online, so computer-based tools would be excellent options. They'd fit in very naturally.

      Obviously the solution will be highly specific to him personally, and I'm not trying to solve all his problems for him without taking into consideration what he wants. We've talked several times over the years about his stutter and his attempts to eliminate it, and it's a conversation we return to every so often. I'd just like to have some ideas to suggest next time this comes up.

      Thanks in advance, everyone!

      18 votes
    4. Death in D&D 5e, the various revival spells, and their impact on the game

      While I ate breakfast, I watched a YouTube video speaking to how death becomes an inconvenience in D&D 5e as early as 5th level, despite the amount of weight that people generally put behind it in...

      While I ate breakfast, I watched a YouTube video speaking to how death becomes an inconvenience in D&D 5e as early as 5th level, despite the amount of weight that people generally put behind it in the moment. Here's a relevant transcript.

      Well, the obvious answer to this is to ban the spells that take away the permanence of death; that way there's stakes staying all the way through 20th level. The problem with this answer is that D&D isn't balanced around those spells not existing at later levels.

      I love Risk of Rain 2 but my biggest problem with that game is being 30 minutes into a run and getting one-shot, dying, and having to start all over. I couldn't imagine having that same feeling after playing FOUR YEARS in a campaign.

      I don't necessarily disagree with the first paragraph, but the second one is wild to me for two reasons.

      • First, Risk of Rain is a roguelike whose entire game loop is "do stuff, die, unlock/purchase meta progression, do more stuff, die, etc. etc.".
      • Second, the idea that you've been playing four years in a 5e game that's presumably weekly and somehow haven't hit 20th level. For context, 5e wants you hitting 20th level after 36-52 typical 4-hour sessions.

      This kind of sentiment really does highlight how distant the way I ran the game those eight years I spent with 5e and how the game wants to be run is to the way people appear to be running the game, and I'm not sure I'll ever be able to square that circle. Not to imply any kind of superiority to it, it just continues to be extremely weird/interesting to me how the culture surrounding D&D is so different from the expectations laid out by the very rules text people don't read.

      28 votes
    5. Session report: 496-Rose-18, in which an elf is cursed, then charmed

      Party Lee, Grey Elven Fighter 5, Magic-User 5, Thief 5 (~70k XP) Moya, Halfling Thief 7 (~47k XP) Oryn, High Elven Magic-User 5, Thief 6 (~73k XP) Henchman Takeshi, Human Ranger 4 (~16k XP) Varda,...

      Party

      • Lee, Grey Elven Fighter 5, Magic-User 5, Thief 5 (~70k XP)
      • Moya, Halfling Thief 7 (~47k XP)
      • Oryn, High Elven Magic-User 5, Thief 6 (~73k XP)
        • Henchman Takeshi, Human Ranger 4 (~16k XP)
      • Varda, Human Cleric 6 dual-classed into Magic-User 6 (~75k XP)
        • Henchman Rudy, Halfling Druid 3, Thief 4 (~12k XP)
      • Vordt, Half-Ogre Cleric 4, Fighter 5 (~56k XP)

      Looking over their map of the dungeon of the Temple, they realize there's a couple of rooms in the Water Cult's area that they never investigated, so they start by prioritizing those rooms. The first appears to be some kind of salon, for there are themed carpets, draperies, couches, serving dishes, and a... fishy-smelling incense burning. As they turn the room over, they find an embroidered cloak depicting a decapod sewn in with gold thread, among other things.

      They entered from the east, and see a door heading south. Entering, they see a bedroom of sorts, with a writing desk, bronze chest, and an ornate trident hanging from the wall with a massive aquamarine set in it. Upon the desk is a tome that appears to be some rituals the Water Temple would engage in. Rudy notices and accidentally triggers a needle trap within the lock of the bronze chest, but is deftly able to avoid it (between being a druid, a halfling, having a ring of protection, and a high Dexterity, Rudy tends to pass poison saves on anything other than a 1). Well worth the risk, however, as in the chest was a coral box containing many small pearls.

      Lee lifts the trident from the wall and then believes it to be a good idea to go for a swim. As a matter of fact, he must go submerge himself right now and begins to walk off. The party exchange quick glances and spring into action; Vordt blocks the door with his robust frame as Moya pulls out her rope of entanglement and commands it to hogtie Lee. After some discussion, the party resolves to finish exploring the last couple rooms and then leave to deal with Lee's presumed curse.

      Back in the hall outside the first room, they move to the other door across from it, and it's locked. Moya is unable to pick it, but then Rudy comes along and gets it open. Within is a lounge furnished similarly to the salon, though (thankfully, some said) without the incense and with a desk covered in writing materials. They found a hidden compartment in the back of the desk's drawers containing a scroll with three cleric spells on it: resist fire, neutralize poison, and true seeing.

      Similar to the salon, there is a door on the southern wall that they enter through, containing another bedroom. Flanking the bed are a couple of chests, which Moya and Rudy work on picking. Moya fails to pick her chest, while Rudy gets through theirs. Within Rudy's chest was a handful of platinum and a vial with liquid labeled as a potion of water breathing with two doses. Oryn attempted the chest Moya failed at, also failing. Rudy, confident in his ability to come in under the other two and succeed in their stead... also failed. Vordt approaches with a crowbar and pries the hinges off. Within are some books and miscellaneous treasure items.

      Done exploring the second floor, they leave the Temple and drag Lee back to town to try and fix his curse. Most of the time he's spent tied up he's been begging the party to just let him take a quick swim, and he even suggested a few times they allow him to use the potion of water breathing. They tried a remove curse and dispel magic on him, but neither freed Lee from his compulsion to submerge himself in water, nor were they able to pry the trident from his hands. They try letting him enter a nearby pond and waiting a few moments before levitating him out, but this did not cure him either. Intending to enlist the help of more powerful clerics, the party packs up and gets ready to travel a couple of days to a nearby city; Vordt sits next to a hogtied Lee and begins to read the ritual tome they found in the Temple. By the end of the day, Vordt learned what the trident is, how the curse works, and how to remove it. It is a trident of yearning, and the curse is removed either via wish or by having some effect of water breathing put upon the affected while they are submerged.

      The party reverses course back to town and, at about 2200, are standing near the pond, illuminated by many active continual lights. Varda enters the pond with Lee and allows him to submerge himself while supported. Varda quickly administers the potion of water breathing to Lee and then pulls him back above water as Lee roughly tosses the trident away from himself. They retrieve the trident with a grapnel and Rudy spends about a half hour carefully picking and prying at the gem with their tools, avoiding touching the trident itself, until they've pried the gem free. Oryn then tests whether the trident is still cursed. It is. Another dose later, Oryn is also fine. Unsure of how to dispose of the trident safely, they take it to the local temple of Rook (LG deity) and leave it with them.

      All of that handled, the party returns to the Temple dungeon, intending to breach the third floor. They work their way down and enter into a room whose entire floor is coated in fertilizer and mushrooms of varying shapes, sizes, and colors. An armor-clad woman immediately calls out that they should stay still and check on their companions, as some of these fungal growths can cause insanity, and she begins making her way through a winding path towards Lee and Vordt, the ones who opened the door. Unbeknownst to them, Lee failed his resistance to charm, as well as the saving throw, against a charm person she wove into her words, though Vordt succeeded against a suggestion. The woman, glowing short sword drawn, attacks Lee from behind and lands a touch across his head, draining a point of Wisdom, breaking the charm on Lee. She then turns to Vordt and does the same, but between Vordt's retaliation and Moya's timely backstab, the true form of the lamia appears dead before them.

      This is where we ended the session, with the date now being Rose 24; we'll pick back up there next week. Notable treasure: trident of yearning, potion of water breathing, a cleric scroll, and some miscellaneous high-value items. Gold shares were about 2.5k each.

      6 votes