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    1. What are the most worthwhile DLCs you've played?

      DLC can often feel nickel-and-dimey, where you're paying out real money for cosmetics or other minor additions. For example, Borderlands 2 has dozens of DLC packs that merely unlock extra skins...

      DLC can often feel nickel-and-dimey, where you're paying out real money for cosmetics or other minor additions. For example, Borderlands 2 has dozens of DLC packs that merely unlock extra skins for your in-game characters. On the other hand, DLC can also significantly expand a game's scope, or add a lot more value to the base game. Borderlands 2, again, several additional campaign DLCs that extend the game playtime by hours, with new maps, missions, stories, etc.

      I'm curious as to what DLCs out there fit this latter category. Also, for the purposes of the question, assume "DLC" to refer to any official expansion or additional content, even if it's not explicitly referred to as "DLC" by the devs or storefront or whatnot. What are some of the most worthwhile DLCs you've played?

      11 votes
    2. Tildes' Game Backlog Burner Event: Week 2 Update Thread

      What is this? See here for full details on the event. Post Your Update How did your week go? What games did you get through? How did you feel about them? What's up next for you? (Optional!)...

      What is this?

      See here for full details on the event.

      Post Your Update

      • How did your week go?
      • What games did you get through?
      • How did you feel about them?
      • What's up next for you?

      (Optional!) Focuses for Week 3

      • Games that have a score of less than 80 on any review aggregator
      • Games that someone else recommended to you
      • Games that are open-ended or story-less

      Let's burn through these backlogs!

      10 votes
    3. I finished playing through The Witness

      MAJOR SPOILER WARNING What I Did The game took me around twenty hours to beat, and I stretched that out over the course of about two months. Sometimes I would dive in deep and play non-stop for an...

      MAJOR SPOILER WARNING


      What I Did

      The game took me around twenty hours to beat, and I stretched that out over the course of about two months. Sometimes I would dive in deep and play non-stop for an hour or two, but most of the time it was me playing it almost piecemeal, for ten or fifteen minutes at a time. Enough to get through one or two panels that I had been stuck on and then stop again.

      I would have liked to do longer gaming sessions with it, but I found that I sort of had finite mental resources to apply to the game. I would hit a panel, be thoroughly perplexed, stare at it for 10 minutes while trying different solutions in my head, on paper, and in the game. Nothing would work, so I'd stop the game. The next day I would boot it up and, more often than not, have the solution in a minute or two--sometimes even the first try! I think my brain was working on these in the background.

      Something that helped me massively was not letting myself get intimidated by the game. As I would work myself farther and farther down a strand of puzzles, I would instinctively start to feel the pressure that they were getting harder and harder each time. Rather than feed into that feeling, I simply reassured myself that each puzzle was its own thing, and each one had a solution right there, staring me in the face. I just had to find it.

      What I Loved

      I think the game is gorgeous. Stunning. Beautiful. An absolute joy to look at. It made me realize that we don't often get vibrant color in games that aren't pixel art. I also think the world is beautifully designed. The island is a memorable place with lots to explore.

      I also loved the game's ability to teach you its rules wordlessly. The line puzzles aren't just puzzles--they're a language. The whole game felt like some geometric force was trying to communicate with me, but first it had to teach me its alphabet, grammar, and syntax.

      Furthermore, I can't tell you how many times I would fight for a solution to a difficult puzzle, feeling it was nearly impossible all the way, only to find the seemingly one right answer. The only way it could possibly work. The next panel? The same damn layout but with an added rule that ruined my prior solution! I loved that the game made me rethink my own thoughts and forced me to see, quite literally, that there is often more than one way to solve a problem.

      What I Felt

      I was probably 12 to 14 hours into the game when I accidentally stumbled onto the knowledge that there were lines that could be activated outside the panels. I can't remember where I was but holy hell can I remember the feeling. I've got goosebumps right now as I type this from revisiting it in my memory. It was the sublime feeling you get from a great plot twist. There was a sense of revelation, the feeling of frission, and a newfound respect and appreciation for the design that went into the game.

      What's sad is that it shouldn't have taken me that long. I saw the circles and lines throughout the environment as I made my way around the island and just assumed that it was a sort of visual motif, or maybe a stylistic flair, much like the game's sort of cartoony, polygonal look. Finding out that I could, in fact, trace them just like every other line I'd been making for the past ten hours was absolutely flooring to me. Experiencing that moment is one of the high points in all of my gaming history. It was the moment the game went from "this is definitely a clever game!" to "FUCK...this game is SO. DAMN. SMART." After that moment I think I spent two hours frantically running around the island hunting environmental lines. Now that I knew what to look for, they were EVERYWHERE. Hiding in plain sight! I was stunned. In absolute awe.

      At probably about the 15 hour mark, I found the movie room and had the input for one movie. It was a scene in which a man lights a candle and attempts to walk across a courtyard, and each time the candle goes out, he returns to the beginning. I took this to be a metaphor for the game--specifically that it is about the journey rather than the destination. As such, this was the point that I realized I wasn't going to get some revelatory story at the end of the game, and that making it to the end of the game, while definitely a goal, was not what gave the game meaning.

      The sub-takeaway from the film was the idea that the effort is worth it. The man in the film could have just crossed the courtyard and lit the candle at the end. The fact that he didn't showed self-restraint and a committment to the rule. I took this to be a comment on how the game is played. I could have looked up solutions to the puzzles online and just inputted them easily as a way of breezing through the game. While it would get me to where I was going (the end), what was the point? My playthrough was the lit candle route--harder because I was forcing myself to put in the work rather than taking the easy way out.

      Oh, and did I mention that the film also had an environmental line at the end you could activate if you went behind the screen while it was running? Genius. This game is SO. DAMN. SMART.

      What I Didn't Love

      Because I didn't pay attention to detail and made assumptions when I shouldn't have, I didn't realize that I could enter the mountain without all the beacons activated. My gamer mind simply saw OBVIOUS GATED DESTINATION and OBVIOUS DESTINATION GATE KEYS and went "yup, gotta get all of these to unlock the end!" As such, I overplayed my game a bit by doing all of that first. I was all set for entering the mountain to be the ending, especially because the village beacon felt like a "final exam" to the game, incorporating all of the other puzzle types. I kept coming back to it after learning a new symbol/rule and would chip away here and there until I finally got through all of it.

      As such, when I got into the mountain and there were even more puzzles I was miffed. My steam had run out. Add to that I'm pretty susceptible to motion sickness in games, so the flashing, scrolling, and color-cycling puzzles were deeply unpleasant for me. I literally had to look away from the screen for the scrolling ones. I solved them on paper and inputted them with the panels in my peripheral vision.

      The double-sided room below those was equal parts brilliant and frustrating, though I was impressed as hell with the room with the four sub-puzzles that fed into the larger one on the floor. Unfortunately, I ended the game on quite a low note, as the pillar puzzles at the very end turned my stomach on account of the rotating camera. I was able to power through those only because I knew I was so close to the end.

      What I'm Left With

      While I didn't love the ending, I, as previously mentioned, don't think it's about that. The game gave me 20 hours of puzzle-solving bliss in a beautiful, rich environment. It gave me legitimate chills when I figured out its secret. It made me think, it made me work, and it made me feel legitimately fulfilled. Good puzzle games make you feel baffled and then they turn around and make you feel brilliant. This one made me feel all sorts of brilliant.

      The game has so many legitimately clever moments. I loved the pagoda area where you have to look through branches at the right angle to see the solution. The last puzzle has two pieces of the answer, but a section is missing. After traipsing around, trying every possible visual angle, I look down and find a branch broken off at my feet. The missing piece. Brilliant.

      It was filled with little things like these. Little thoughtful twists or nudges. Each puzzle strand was an iterative sequence, and each time you thought you knew where it was headed, they'd push it further. Then further. More and more. Often in ways you wouldn't expect. It's not just that the idea of the game is good but that its execution is so rich and thoughtful that it makes me reverent.

      As for post-game stuff (because I know there's a ton I haven't gotten to), I'm taking a break from the game right now, but I might return to it a little later. I kept screenshots of puzzles I didn't solve or environmental elements that I was pretty sure were really activatable but that I couldn't quite figure out (the brown railroad tracks in the white limestoney area, for example).

      I have the inputs for a couple more movies that I haven't watched, so I'll probably go back for those. I know there's a challenge area as well, and I'm presumably equipped for it given that I did all of the beacons, but I don't know if I'm up for that. Not just yet, at least.

      What You Can Help Me With

      For those of you that have gone through the post-game content, do you recommend it? Are there certain things I should focus on? I'm not terribly concerned about spoilers, but if there's something "big" like the environmental line revelation, maybe just give me a hint or point me in the right direction.

      I also have a couple of lingering questions. Feel free to answer them unless you feel that it's better if I try to figure it out by myself.

      • What do the individual, standalone panels lying around the island do (the gray ones with the triangles)? I've figured out the rule, I just don't know their purpose.

      • Does finding all the environmental lines serve any larger purpose?

      • Is there story or lore in the game? Does the island or its frozen inhabitants get explained? I activated a few audiologs, but those were mostly philosophical ponderings rather than narrative.

      • How on earth do I get that environmental line with the railroad tracks? Of all the ones that I haven't been able to figure out how to get, that one's bothering me the most.

      Finally, to anyone who's played the game (which is hopefully anyone who read this), I'd love to hear your experience and thoughts. What was The Witness like for you?


      EDIT: Writing the post inspired me to go back into the game instead of sleeping. I watched two other videos I had found inputs for. One was a woman talking about freeing yourself from want, and the other was a man talking about science and knowledge. Interesting stuff.

      Then I started exploring and I found an environmental line made by the negative space in the sky when properly bounded by a cloud and wall from the exact right angle. This game is SO. DAMN. SMART.


      EDIT 2: Disregard where I said I was going to take a break from the game. I'm diving back in. I want to explore and find these environmental lines. It's so satisfying when you find one.

      There was one on a bridge leading from the village towards the foresty area with the orange trees. I could see it from the ground and knew it definitely was one, but I could never quite position myself right to actually trace it. I tried climbing in the castle area since it seemed like I needed to be elevated, but that didn't work. I tried it from the rooftops in the village, and that didn't work. Then I looked: the tower in the middle of the village! I'd forgotten to try from there because once I got to the top of that I headed straight for the mountain. Sure enough, that was the spot.

      Also, can we talk about how the sound is so satisfying when you get one? So good.


      EDIT 3: The game might be trying to teach me a lesson in freeing myself from want. Now that I'm fired up to dive back into it, it's hard crashing after I start it up. It loads fine and I can walk a few steps, then it locks up my whole system.

      I'm running it on Linux through Proton and tried all the different Proton versions assuming that was the culprit (it has crashed before) but the outcome is the same. I might be technologically barred from going further, which I guess is in the spirit of the game's ending and philosophy, right?


      EDIT 4: My OS had some graphics library updates for me today, and after installing them I'm back in business--no more crashing! (Sub edit: I spoke too soon. It crashed after about half an hour, but that's way better than what I was getting before). I spent a while traipsing around the island, looking for environmental lines. It's amazing how, in hindsight, so many areas or destinations that I thought were just kind of dead space are actually strategic locations for environmental lines.

      A good example is the very beginning of the game. You can get onto the roof of the overhang you first walk out from. At the beginning of the game I got up there, saw some pillows, and just thought it was set dressing in an ultimately useless space. Nope! Not only is there an environmental line you can get from there, but there's an audiolog as well if you're paying attention to detail (which, of course, I wasn't in my first go-around).

      22 votes
    4. Tips for making a first DnD character?

      I'm starting a virtual campaign with some friends soon, and this is my first time making a DnD character (I have DMed once in the past when we were all starting out). I'm super excited and just...

      I'm starting a virtual campaign with some friends soon, and this is my first time making a DnD character (I have DMed once in the past when we were all starting out). I'm super excited and just kind of delving in now and finding all of it very fun.

      We're going to be playing the Tombs of Annihilation campaign which I understand can be a difficult one for beginners. I am right now leaning towards making a Wizard character since I think that is most in line with my irl personality and would be easiest to roleplay, but I'm kind of overwhelmed by the options available to me!

      Does anyone have tips on ways to stay organized and make sure I'm building a balanced character? Common pitfalls to avoid for a beginner? Tips for playing a wizard? I'm open to any and all suggestions, both about character design and newbie tips in general.

      11 votes
    5. How would you feel about companies releasing "game concepts" for you to test?

      What is a "game concept": visually-unpolished but functional game costs little compared to the full product only basic UI and UX solid, release-worthy mechanics released publicly in order to test...

      What is a "game concept":

      • visually-unpolished but functional game
      • costs little compared to the full product
      • only basic UI and UX
      • solid, release-worthy mechanics
      • released publicly in order to test a particular kind of gameplay (standalone, not part of any other game)
      • retracted once the testing period is over
      • testers get 50% off purchasing or updating to the polished, complete game (possibly also in-game perks)

      Pros:

      • game design team gets to test quirkier ideas without the investment of a full game
      • mostly prevents flops (idiocy and hubris can still lead on)

      Cons:

      • players have to pay in order to participate (fewer players will want to join)
      • game is retracted after testing is over (may cause player discontentment)

      The essence of early access. Relevant to titles anywhere between AAA and indie (though more suited to AAA). Good early tests generate publicity. Bad tests are not as bad a publicity due to disclosed status.

      Thoughts?

      14 votes
    6. XCOM: Chimera Squad announced, releases 4/24

      Firaxis just announced a new addition to the XCOM series in the form of XCOM: Chimera Squad. It takes place 5 years after the events of XCOM 2 and focuses on a specific squad of named human and...

      Firaxis just announced a new addition to the XCOM series in the form of XCOM: Chimera Squad. It takes place 5 years after the events of XCOM 2 and focuses on a specific squad of named human and alien characters trying to maintain the peace in a one of the new cities.

      Game Reveal Trailer

      Gameplay Trailer

      It's currently $10 on steam, presumably since it looks like it was built on the XCOM 2 engine. The sale lasts until May 1st, so you'll have time to wait until some reviews are out before you buy it.

      I absolutely loved XCOM 2: War of the Chosen, so this is a nice surprise for me. Some of my friend who have played some of the older XCOMs are comparing it at least thematically to XCOM: Apocalypse

      Edit:
      @cwagner provided a link to GMG where its currently $9.50

      9 votes
    7. Let's talk gaming on Linux

      Assorted questions. As always, don't feel like you have to treat them like a quiz and answer them one-by-one (though you certainly can), but more like jumping off points for discussing whatever...

      Assorted questions. As always, don't feel like you have to treat them like a quiz and answer them one-by-one (though you certainly can), but more like jumping off points for discussing whatever you feel is relevant:

      • Who here games on Linux?
      • How long have you been doing it?
      • What is your setup like? Full-time Linux? Dual booting? GPU Passthrough?
      • Which distro do you use, and why? Did gaming-related factors have an influence on that choice at all?
      • What are some of the positives about gaming on Linux?
      • What are some of the drawbacks/frustrations?
      • What are some of your favorite native Linux games?
      • What are your thoughts on the main gaming platforms' support or lack thereof for Linux?
      • Do you personally feel a friction between open source philosophy and playing closed-source games?
      • Do you think that Valve's Proton initiative is a help or hindrance for Linux gaming?

      Share anything else you feel is relevant as well. I'm mostly interested in hearing what other people's experiences are.

      Also, I debated whether to put this in ~games or ~tech and ultimately decided on the former, but if it's better placed in ~tech I'm fine with that.

      26 votes
    8. Tildes' Game Backlog Burner Event: Week 1 Update Thread

      What is this? See here for full details on the event. Post Your Update How did your week go? What games did you get through? How did you feel about them? What's up next for you? Focuses for Week 2...

      What is this?

      See here for full details on the event.

      Post Your Update

      • How did your week go?
      • What games did you get through?
      • How did you feel about them?
      • What's up next for you?

      Focuses for Week 2

      • Games in genres you don't normally play
      • Games that take longer than 4 hours to complete
      • Story-driven games

      Let's burn through these backlogs!

      8 votes
    9. Recommend FLOSS games

      I'd like to ask for recommendations for FLOSS (Free/Libre, Open-Source Software) games, playable on Linux or Android. I saw an old thread on this topic, but it's over a year old, so I thought it'd...

      I'd like to ask for recommendations for FLOSS (Free/Libre, Open-Source Software) games, playable on Linux or Android. I saw an old thread on this topic, but it's over a year old, so I thought it'd be okay to ask this year. Genre-wise, I'm pretty open. RPG, adventure, FPS, RTS, TBS, 4x, puzzle, sidescroller, platformer, single-player, multi-player, online, offline... whatever. I would prefer not needing to have original (commercial) game assets.

      Fine print: I do like a good FPS, but, having played commercial titles on PS3 and PS4, I've found that the FLOSS FPSes I've tried just don't hold a candle to them. Also, I prefer having a short TTK (think: hardcore mode, R6S, BFV), and every FLOSS FPS I've tried has had a long TTK.

      I've already played:

      Linux:

      • Wesnoth
      • 0 A.D.
      • roguelikes (currently have an active character in Angband)
      • Ur Quan Masters
      • Minetest
      • bzflag (long ago)

      Android:

      • SuperTuxKart
      • Pixel Dungeon
      • Andor's Trail
      • Mindustry
      • Pixel Wheels
      • Vector Pinball
      • Minetest
      • Wesnoth
      • HyperRogue

      What I haven't played, but might check out:

      • FreeOrion
      • Endless Sky
      • Glest, MegaGlest
      • Warzone 2100
      • Zero-K
      • KeeperRL
      • OpenRCT2
      • Oolite
      24 votes
    10. Combat-less TTRPGs with stat depletion?

      Combat appears to be an important facet of most RPG systems out there, including ones embedded into the games themselves. Seems fair to say that most RPGs have combat as a major, dedicated part of...

      Combat appears to be an important facet of most RPG systems out there, including ones embedded into the games themselves. Seems fair to say that most RPGs have combat as a major, dedicated part of their gameplay: stats like weapon damage and armor resistance are tracked and augmented by enhancements and skills; there are special game states and (for videogame RPGs) controls that separate combat from non-combat; combat serves as one of the major sources of XP for character growth.

      There's probably a good few examples out there of games that tried something different that I haven't even heard about. Disco Elysium does "combat" through skill checks in the few instances that it does tackle physical encounters. Griftlands uses card-based actions for both combat and social encounters, each having their own separate decks and "health" values.

      What I've been looking for was the kind of a system that doesn't take combat for a special game state. A system where the simulation extends to assimilate combat as just... a thing that happens because you're in danger – or looking to be the danger.

      To understand where I'm going with the next bit, you should know a couple of things about Frontiers.

      Frontiers is an episodic story about a group of friends playing a homebrew from-first-principles tabletop RPG system. The system, so far titled Frontiers RPG 'cause I'm very original, deals away with or reimagines much of the classic RPG trope library.

      One thing that differentiates Frontiers RPG is having 20-some traits for characters, where each trait is an abstracted statistic representative of a character's distinct natural-performance categories. For example:

      • Instrumentation determines how well the character naturally operates simple and complex technology
      • Visual Space determines one's eyesight and, consequently, the ability to model the geometry of an environment or an object in the head (because apparently these things are linked in the human brain)
      • Biomechanics determines how well does one's muscles perform under stress
      • Presence determines the strength of the vibe the character gives off naturally; the vibe itself could be intimidating, commanding, or inspiring, depending on said character

      Traits are tracked on a low scale:

      • −10 is the lowest possible for any living creature with any amount of agency.
      • −5 is the lowest any human could possibly get without outside intervention, and means the person is unable to perform in this area completely.
      • 0 is average human performance.
      • +5 is the best a human being could naturally achieve at their peak.
      • +10 is the epitome of human potential when amplified with hyperadvanced technology or supernatural effects.

      This means that when someone with Presence +1 enters the room, people can't but notice, even if they don't concern themselves too much with the person. When it's someone with Presence +3, however, most will stop what they're doing for a few seconds and pay attention to what the person is doing. Presence +5? The party stops when the person enters the room: they inspire this much awe and respect (or fear, depending on the person). Characters with high Presence naturally make for excellent leaders, teachers, negotiators, and point-makers.

      There are no dice rolls. Each challenge has a difficulty rating on the same scale as traits, which is how the outcomes get determined: either by checking the trait itself or the average of a set of traits (which are sometimes conceptualized into skills and sometimes only exist as checks). For example, if your character's Conditioning (representing physical endurance) is +1 and the challenge is a short jog (difficulty 1), they succeed without a problem.

      What makes this system not entirely deterministic is stat depletion. Each trait value above 0 grants the character 1 point of the trait. These points may be used to assist oneself or another character in a challenge if the challenge is of higher difficulty than their trait would normally allow to automatically succeed in. Points are regained at rest, up to the maximum of trait value points: e.g. Instrumentation 2 grants you maximum of 2 points you can have on your character at any given time.

      What I've been working with for a few months was HP-like stats derived from specific traits:

      • wounds for physical damage, derived from Conditioning
      • willpower for mental stress, derived from Volition
      • stamina for physical performance, derived from Stress Response

      (Having willpower as a stat works because for normal humans, D&D-like adventures would inevitably take their toll. Seeing people suffering may damage the will of a high-Empathy character, but then, everyone would suffer from seeing their loved ones in danger. Seeing a giant fucking monster would certainly make you consider your life choices. Persevering through emotional and mental challenges where your willpower is mechanically limited – a person can only take so much within a limit of time – is an underexplored, underdeveloped field of roleplay, and it fits into the story thematically.)

      This naturally geared itself to combat-as-special-state. Abstracting "health points" only makes sense when the only thing that matters is whether you're able to fight further. To this end, I figured that at a certain level of wounds, all traits would take penalty (to simulate being beaten up and stressed from combat) until such a time when the character receive proper care and rest.

      Lately, however, I came upon a way to streamline the system and make it "wider" (i.e. not just combat/non-combat simulation): use the trait points directly. This approach enables the player by allowing them to use their whole potential in all manners of situations, and have said potential used against them if they're facing a challenge their ability does not allow them to surpass.

      • rather than exchange punches in a bar fight, you can use your Executive Function – your thinking-on-your-feet – to distract your opponent and sucker-punch them while they're looking away
      • in a fistfight, character may use their Coordination to deflect a blow – or two points to direct it in a specific way: for example, to harm their proximous ally
      • before approaching the bench in order to testify, characters may use their Empathy in order to read the room and understand what sort of an appeal would work best
      • seeing an atrocity committed would take a point away from the character's Volition; if they have none left, they may faint, become disstressed (receiving a malus to all checks of a particular nature), or even become catatonic (unable to act coherently until snapped out of it or well-rested)
      • being shot by a scared youth may take a point or two of the character's Conditioning, but because they're still standing, they could use Volition to "not fucking flinch", which gives them a temporary bonus to Presence that they can use to interrogate with greater success or otherwise use the youth's capacities

      This works, at least on the surface, because it reflects the potential traits grant almost exactly. Someone with Conditioning 0 may be able to take a punch, but it would leave them seriously disoriented or may even inflict lasting damage (broken rib, dislocated jaw etc.); meanwhile, another character with Conditioning 4 may be able to get shot with a pistol and still function to a degree. Someone with Inner World +3 should find it little trouble to jot down a short story to tell their children before bed, while someone with Inner World 0 would find it impossible to come up with a logo for their new product even with intense consideration.

      What I haven't yet figured out is:

      • how to handle such "shooting above one's head" attempts for trait values lower than 0 (which is encouraged for challenge and roleplay reasons)
      • how to handle situations where all points are depleted and the player still wants to try a difficult thing that's just above their character's level
      • whether players should receive more than one point per level of trait, or even see points granted scale with value (Engineering 3 → 1 + 2 + 3 = 6 points total)

      The system is not perfect, but it's hella interesting, and I'd like to pursue it. If it leads nowhere, at least I explored. What I'm looking for from this topic is review of the concept of stat depletion and its potential implications. Assume that the rest of the system is perfectly viable and feasible unless its parts directly contradict or hamper the system as a whole. What problems can you see with this section? What benefits can one derive from it?

      5 votes
    11. How to start a DnD campaign with your friends?

      Times are tough and isolation is getting to everybody, we've been playing some easy jackbox games with my friends on Google Hangouts, when the idea came to me: Why not start a DnD campaign? I've...

      Times are tough and isolation is getting to everybody, we've been playing some easy jackbox games with my friends on Google Hangouts, when the idea came to me: Why not start a DnD campaign? I've never ever played one, just watched some Youtube (Geek and Sundry, Mathew Colville), and definitely never though about hosting one until now.

      After looking around, there are a lot of cool resources for running one, Roll20 seems to be the most popular and praised for ease of use. Rules are very well written into it and all the tools needed to deal with the mechanics are in. So technology-wise I think we're set.

      Now I have a lot of questions on how to get an adventure running. Do I just get an official DnD guide book, do I just rip off the White Orchard level from Witcher 3 to start off or do I come up with some generic fantasy land? I'd like to run a small adventure in one night, just to get a taste of it and maybe branch it off later if everyone is up for it.

      For characters I think it would be easier for me to come up with 8-10 pre-generated ones for a group of 4-5 people (with specific people in mind) to tailor it a little bit for my group, but still present some variety, while smoothing the learning curve and lowering the barrier to entry. Feels like a decent idea.

      I'm still not sure where to start with this expansive world and I'd love to hear for seasoned DMs an players here on Tildes. How did you start your first game, what was the setting? How do I gently introduce players to mechanics? How do I deal with unpredictable situations?

      And most importantly, how do I make sure everyone is having fun?

      18 votes