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Cake day: June 23rd, 2023

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  • In an OSR game, you only fight when you have to, because victory is not a foregone conclusion.

    You might also "roll up" your character instead of creating one. Which everyone should at some point, because it's a whole part of the game that's disappeared. If you hate trying to come up with a character concept, you might well love a game where the dice can give you some ideas.

    Most modern OSR games will tell you that characters have no "plot armor" and are just as vulnerable as NPC's, just like they were in the old days. But read the rules, and the PC's actually do have some plot armor after all, just a bit less.




  • This can happen with new players who are native English speakers too, as D&D has a fair deal of vocabulary not everyone knows. Words like charisma and melee really got popularized by D&D.

    Deep cut here: When I was a kid (ages past) and first heard friends talk about D&D, I thought there was a lens to keep you on the border. And without it, you might go straight Into The Unknown.


  • Are you quoting something with those ellipses?

    If "5.2" were a marketing decision, then it would probably be getting used in their marketing materials. But there you see stuff like "One D&D."

    Incrementing the second number here is in line with general "geek numbering system" convention. It doesn't seem to me like marketing barged into the production room and insisted on a more "marketable" version number — not that that has never happened, but marketing would most likely have wanted "5.5" not the inscrutable "5.2."






  • Fair points. I'm a walking rules encyclopedia type, and I've been in a number of games where I was like, "What the hell am I supposed to be doing?" And not having any fun.

    On the other hand, I've brought "D&D only" people along for the ride on other games with good success. The trick is running a good "tutorial level" introductory adventure, where nobody is either bored or frustrated. That's going to involve introducing the mechanics in digestible bites.

    Funny thing about a D&D only mindset is that there are games that are much simpler, where thinking tactically is much less important.




  • Rebel shareholders such as Alta Fox have been touting the radical concept of investing in the business, creating good products, and selling them.

    You know, instead of screwing up relationships with long-term business partners, sending hired heavies to their fans' houses, and driving their customers to their competition.

    So crazy it just might work.




  • Meh. The "go low level" advice is sort of a cop out: "To make a D&D murder mystery, just make sure your party can't do any of that D&D stuff, so it's just like any other murder mystery."

    It's more of a D&D murder mystery if you figure out how to make it interesting even though players have powers to read minds, etc.

    And it's not wrecking the game for the villain to be immune to truth and mind-reading spells, or for the victim to be unavailable to raise dead (maybe because their soul is stolen). There are plenty of other minds to read and lies to detect.

    The adventure should start with exposition NPC's saying, "We tried raising the victim, Zone of Truth, and Detect Thoughts, and we got no nowhere. We suspect the villain is immune to our mind magic, but we can't tell who it might be."

    Zone of Truth games can be a lot of fun when everybody has something to hide or an enemy they'd love to make look guilty. "I'm sure Bob did it" isn't a lie if Alice thinks he's as wicked as that.


  • Or step it up a notch. (And ya gotta wait until this comes up in conversation.)

    Session 1: My Chaos Paladin tells party his goddess' name is Beth.

    Session 2: Find magic sword, name it Beth.

    Session 3: Tell party my goddess wants to be called Kate now. (Chaotics, ya know?)

    Session 4: Explain that the goddess is OK if I still call my sword Beth, but I should name the next one Kate.

    Session 5: Utter a vow of enmity: "For Kate's sake I stick my last Beth at thee!"



  • PSA: DM's, never imitate this

    Back in the day, PC's would get strongholds and followers when they hit a certain level. Every crap DM (myself included) would think is was a great idea for monsters to sack one while the PC was away. It was never any fun.

    When a player puts a little effort work into something, like a castle, house, or cart, don't trash it without their buyin. It's like a thief stealing their items when they were sleeping.

    There are better ways to use these new settings in the campaign.


  • Yeah, you'd definitely want to keep a sword like that happy, since it might decide to disintegrate you. Plenty of other options for its goal (who it wants to stab) that might be more interesting narratively.

    I was just describing one the most OP swords possible in the original DMG — and when just about everyone is a "non-human monster" that's the power option.