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Having got into a discussion about poisonous fungi, my daughter, intending to say a certain fungus caused hallucinations in blue-and-white monochrome, told me it caused hallucinations of blue-and-white metronomes.
I would definitely recommend a short, fun module of some sort and explain as you go along and things come up.
I introduced my kids' grandma by sitting down with them and her and playing 'We be goblins' with the pre-generated characters. They were happy to show her what to do when as things came up. (The only problem we had was I didn't properly describing the size of the spider they were attacking.)
Masked Maiden wrote:
I salute your courage. Well done!
I've been giving some thought to whether you could design a key of sorts:
perhaps, 'suppose you're travelling to meet friends (or associates or whatever) and when you arrive at their camp, they've been taken prisoner by bandits.
Do you 1. reach for weapons? (refine for ranged or charge in with melee)
and so on. I don't know how many options would be reasonable though.
You'd hopefully give your player a working idea of the options and they'd be better able to choose the most fun option for them. Which is what matters most for a beginner, I think.
So, mathematical theorems are, pretty much, make some assumptions and then prove your deductions.
And if the proof is correct, then the deductions will follow as long as the assumptions are valid. Or be pretty close, mostly, if the assumptions are close.
So you might assume the problem is on a flat surface, and know your answer will get worse as the Earth's curvature matters more.
So, physics is, in a sense, looking at the world, making some deductions and some simplifying assumptions, proving it mathematically, deducing as much else as you can, and looking at the world again, to see where it fails - which are usually because your assumptions don't fit well enough (if, for example, you can't ignore the curvature of the Earth).
Of course, for something like global warming, there isn't a 'proof' in this sense, I doubt if we even know all the factors. But people have been looking and collecting data, and looking for correlations, and trying to explain them. And poor or unsatisfactory explanations do not mean the correlations aren't there.
My kids dragged me to the PC once to watch a you-tube clip which was one person's walk through of part of a game, and someone else deriding the 'fake cockney' accent he was using. The thing was, I'm pretty sure it wasn't 'fake cockney' but actually a genuine accent from south of London on the coast (roundabout Hastings, for those who now where that is).
The character's supposed to get the -2, not the player!
I was watching a documentary about The Tower of London with my daughter, and she turned to me and said, "All those zombie apocalypse films? They don't work in Europe because we retreat into all the castles!"
She's right, we've got fortifications all over the place, many in not that bad repair, like Dover castle, Warwick castle, Kenilworth with walls at least, fortified manor houses and town with walls like York and Canterbury, just for starters in the UK. Most of which have, or had wells, and at least a bit of farmable land.
I'm not saying there wouldn't be a massive population crash, but totally wiped out? Not even close.
Of course the premise of a contagious virus complicates things a bit.
So, are there any zombie apocalypse films set in Europe (apart from Shaun of the Dead)?
You know, I'm not sure about this digging around in a spell component pouch in combat at all.
So think about your NPCs plans and motives.
Why are they fighting?
Interesting. Don't suppose it'll help with those veins that shut down as soon as a needle's put close, though. (Finding the veins is only the start.)
This was probably the most fun fight I ran for my kids. I'll see what I can remember.
They had tracked bandits to their lair, in the cellar under a ruined tower. They failed to take out the lookout so the bandits were forewarned, if I remember right. The bandits were in a large room in use for stabling mules, and got up onto the galleries armed with bows (where there was hay and straw stacked). They had a net trap ready to drop near the doorway. they were accompanied by a hobgoblin and his worg mount.
The initial combat was in the doorway against the worg, which turned tail and ran when it got too injured (I think it took a critical?). The bandits opened fire on the PC in the doorway (a halfling monk) and all missed. (She might have got to use deflect arrows once).
I'm not sure if this is much help with Ileosa, though, but I would suggest you look at what your bad girl has and use it all as creatively as possible.
Pehaps in the run up, some of the guards might retreat here? Extra numbers are the most help
Disputed, I think, but this for example: ‘Autism Spectrum Condition’ is used to describe the range of the autism spectrum, including Asperger syndrome.
Malachi Silverclaw wrote:
I think it was abundantly clear that pokes in painful places would not be well received. Very badly received, even :)
Freehold DM wrote:
if I needed the toilet during the night, I had to cup them and walk slowly or it hurt too much. :)
Lissa Guillet wrote:
Most painful stage for me was going up a bra size in 4-5 weeks as my first symptom of pregnancy....
how powerful are the dwarven gods whose temples they're desecrating?
Is there a (literal) underground resistance? I would expect dwarves to have expert trap setters and saboteurs.
If these are clan homelands, are they desecrating tombs? - Lots of assorted ghosts and other undead. Would the highest level clerics call planar allies?
Are there still areas the elves haven't cleared yet, full of death-traps?
How is a new dwarven king normally decided upon? Is there a clear succession? Are there any items a new king must possess before he can take the throne, and where are they?
Kobold Cleaver wrote:
As a Brit, I find the idea of a law banning jaywalking rather weird.
Aniuś the Talewise wrote:
The thing to remember is that the history makes it easier for you to build and to add details on the spur of the moment. Your players may not be at all interested and that doesn't matter.With care you can drop in things like remains of rails and broken mine carts in a disused mine, or they might recognise dwarven or halfling architecture, but don't force it on them
Pretty easy for a mum running the game for young teenage kids. Not something kids want their mum to bring up :)
On cities (and settlements in general):
Why is the settlement where it is? Is it a port, river crossing, crossroads? Is it near mines or quarries, farmland, livestock, timber, (salt!)? A religious centre or place of learning? Is it a centre for a trade like making weapons or pottery or leather goods?
Where do the inhabitants get food, water and building materials from? If imported are there large roads or rivers? What's sold in the markets?
Next, think about the first places your PCs normally want coming into town, normally an inn, possibly a temple for healing, and markets. If they're likely to get into trouble with authorities, how is it policed, and what are typical punishments? (Prisons, forced labour, being put into stocks etc). Is there a militia, army (possibly mercenary), or troops from outside?
As for names, don't be embarrassed to use obvious endings like -bridge, -market, -cross, -mouth, -port, -ton, variations on borough or burgh or burg. And North-, South, etc. Whatever language you use it will add consistancy.
Why do people have such a low opinion of the Maztica campaign setting in the Forgotten Realms world? It seems that it successfully synthesized Meso-American culture. Does Meso-American myth not fit well in a high fantasy setting?
I don't know much about the setting itself but for starters, I really dislike the name 'Maztika'. It's just ugly.
Has anyone gotten hired from this thread, so to speak? I think it's a good idea, I just wish to know if it has actually worked as of yet
At the very least, GMs can look at it and see which APs there's a lot of interest in.
I want to rewrite my monks' back story before putting them up for Serpent Skull, though.
So, I would say a plot hook hooks into a plot, not necessarily the plot (you can put in side plots). It's something to raise their curiosity and interest and get them to investigate, and it's resolved as soon as they've decided "go and look? yes or no". They depend heavily on your party and the circumstances.
I could use more practical tips actually. Because my biggest problem is lack of organisation I suppose. Not preparation, but where did my dice just go? Where did the NPC sheet go that I just had in my hand? The adventure open to the right page a minute ago, now not. The note made on a specific skill (or spell or feat) disappeared somewhere. And I do try - I do sort them, check everything before starting as far as possible, but it feels like I have gremlins that hide things as soon as I put them down. So how do people keep stuff organised whilst actually playing?
DM DoctorEvil wrote:
Sorry :)And thanks for your prompt and helpful reply. Because how are we to do better next time without constructive criticism?
On the upside, I don't have any difficult choices to make :)
Female Human (Varisian)
Mostly complete. Still need appearance etc and fine tuning on background.
As a member of the ship's crew, Alessandria will feel a responsibility to see the passengers to safety. After that, I expect her to at least want to see to the party's safety. She won't want to lead, but will keep track of tasks that need doing, and who's doing what when.
Age 25. Starting age for human monk is 15 + 2d6, so putting her age on the high side leaves time for at least a couple of years crewing.
I've thought some more, and concluded that a kami's probably too tied to their ward. It would have to be carried around by someone, which is kind of cheating the idea, and it's a major vulnerability. I have a few other ideas. I'll see what I can come up with.
What are your thoughts on a kami - a CR2 Shikigami, to be precise?
"Kami come into existence either as a spontaneously manifesting spirit or as the reincarnation of a particularly noble soul. Souls of creatures who died to protect an element of nature are particularly prone to returning to life as a kami. In this latter way, many kami arise from the souls of dedicated rangers or druids who perished while defending their homelands, or monks who spent a lifetime meditating on the serenity of nature. Once reincarnated, however, few kami remember any of their former lives, and their forms never resemble their former bodies. The rare kami who do recall their prior lives are the kami most likely to become more than mere guardians—these kami often take class levels and grow quite powerful."
It's a reincarnated druid - archetype Menhir Savant, at least 2nd level, so could tap into ley-lines, and whose ward is a ley-line marker stone. Will take class levels in this archetype as it remembers former skills. Recently formed - perhaps it was acquainted with Dion before.
James Jacobs wrote:
So it doesn't actually impact on the passed-on soul if it's been gone long enough?
Another thing I was wondering? Do any souls come back to the Material plane as guardian spirits or ancestor spirits or anything of that sort?