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![]() If you spend all the time explaining the grittiness of the place, you'll never be able to play. Someone is getting flayed or flogged on a street corner every five seconds there. I feel like you should focus on that part when you first introduce the setting to your players and when it is crucial to a scene, otherwise it will become repetitive and slightly cheesy. ![]()
![]() I'm in the middle of creating a sandbox game for my group initially set in the country of Katapesh. My group wanted to get out of the ever constant temperate forest and wintery settings our current APs have us running through (RotRL and Jade). From what I've read/seen Katapesh has a diverse variety of areas to explore, mountains and hills to the north and west, vast plains in the middle, a decent urban area, a coastline to the east, and a desert and marshland to the south. I have the Inner Sea World Guide, but I was wondering if there is any other information that I can gain on the country, its lands, cities, and people. Any information you provide is much appreciated. Thank you. ![]()
![]() we encountered the swarms in a field with scarecrows made of peoples, the reason his ghoul fever set in was because only 3 people "survived" the swarm, albeit 2 were at negative hp and had to rest several days before they could fully recover then rest an additional 8 hours to regain spells, but by that time our friend had turned and began to eat our faces ![]()
![]() small characters didn't have a chance at running away, me being one, we were already down to low hp/spells due to running into the ghouls, crabs, and the frogs (gave me a rough time) earlier. the three of us that did escape the flying swarm of death, died to one of our friends turnning into a ghoul and eating us in our sleep... ![]()
![]() A group I'm in, 5 players and 1 GM, are currently playing the first book of Shackles and we keep running into a problem, everyone keeps dying! 15 deaths so far and we just started exploring the isle we wrecked on... My first death was the session before last (almost died last session to frogs [gnome waves oracle kept getting swallowed] and drowning), but some people are up to 4 or 5 deaths. Bad die rolls, poor decsion making, not having a certain skill, and the fact that our GM loves roleplaying as ruthless pirates all seem to be our main causes of grief. I just want to know if anyone else has had this many deaths or if there is a way to lower our deaths per session? ![]()
![]() I'm going to start a new campaign in the near future with a mix of veteran players and new players. It's going to be a sanbox game, but I'm using the first adventure to break in the newbies and as a way to tie the players together. My problem is creating something memorable for all my players that isn't too cliche. A rowdy tribe of goblins or a cellar full of dire rats just wont cut it. Any ideas would be greatly appreciated. ![]()
![]() I'm tired of my players not playing what they want to play because of the group needing a healer or skills. I was going to suggest to them to use a hireling until they can get a cohort, but I'm not 100% on what exactly I should do as the GM. What classes should I make available and which should I restrict? What should the price be for these npcs? Should they function like cohorts, take xp away from each encounter, or should I not have them gain xp at all? Any opinions or better ideas on this matter are welcome and greatly appreciated. ![]()
![]() If you're doing a point buy, I'd set it up so that your stats increase at every four levels. That being said, you should make strength your biggest stat, but have charisma extremely close or equal to it if that is at all possible. Doing that ensures you to be combat efficient at lower levels. You can use magic items to even them out later on in the game, just make sure to remember that your charisma needs to be high enough to cast spells. |