Redsven

joined 1 year ago
[–] Redsven@lemmy.world 1 points 1 year ago (1 children)

Yeah, that's not at all what the person you were arguing with said. It sounds like you went there to troll and got the reaction you deserved.

I took the time to look through the rest of your comments and, holy shit you suck. Just days ago you were condescending and patronizing gay people for being impatient in gaining equality. I think the best advice I've seen on lemmy is to block you.

[–] Redsven@lemmy.world 3 points 1 year ago (3 children)

I just went and read that exchange, and the person who blocked you never said what you claimed.

You went to an article about someone who stabbed a child 26 times after killing his mother and told people to be more understanding of republicans and not blame them for all the hatred they promote. You're suprised people got mad at you?

[–] Redsven@lemmy.world 1 points 1 year ago

I played with a DM who only used them in elvish cities, no one else would trade in them. That is now in my world too.

Smug elves and their special currency.

[–] Redsven@lemmy.world 1 points 1 year ago (1 children)

But that's not what the article or the discussion was about, is it?

It also doesn't really matter who builds it, how it learns is still the primary concern.

[–] Redsven@lemmy.world 1 points 1 year ago* (last edited 1 year ago) (3 children)

I'm pretty sure about it. No one who suggested that deserves to be taken seriously. But intellectual property theft is a legitimate concern and comparing them as equal concerns is disingenuous.

Lots of people produce content and make a living off of 5e, and not just 3rd party producers, plenty of people use patreon as a means to distributetheir work. Will the ai be trained exclusively on WOTC playtesting or will it be able to scour the internet for plot hooks and npcs and loot and whatever else it needs? It's inevitable, and well known that some of that content has been reposted and copied in various places across the internet. The damages they suffer from user piracy wouldn't be comparable to an ai running multiple games on an online platform owned by the 'world's most popular rpg' not to mention that they would be charging for at least a onednd or dnd beyond or whatever they're calling it this week, subscription.

It's not as simple as "oh cool, more people could play". It's just their next attempt at eliminating the third party market.

[–] Redsven@lemmy.world 2 points 1 year ago (5 children)

You realize that no one complained that ai art would discourage people from drawing, right? It's because the ai scans other artists works and designs an imitation based on its prompt. It's stops artists from being able to profit from their work because it introduces a free alternative that stole their designs to learn.

I think the bigger concern than whether or not it's good will be what it learned from.

[–] Redsven@lemmy.world 2 points 1 year ago

I kind of expect them to fick it up so bad they sell it off and hopefully someone better acquires it then. But I doubt I'll learn any edition past 5th. What I have right now does everything I need it to when I run a fantasy adventure

[–] Redsven@lemmy.world 3 points 1 year ago (2 children)

But in typical fashion, hasbro understands nothing about d&d and will probably almost destroy their property, again.

[–] Redsven@lemmy.world 2 points 1 year ago

I'll buy that for a dollar!

Thanks man

 

So I think I'm looking for an TTRPG system that would essentially run a soap opera. Rules light is a plus, really something from the old "one-page rpgs" would probably be perfect. I want to focus on the narrative part and have a simple resolution mechanic that's favors social encounters because combat isn't part of the game.

If you guys were about to run a soap opera game, what would you reach for?

[–] Redsven@lemmy.world 7 points 1 year ago* (last edited 1 year ago) (1 children)

It's difficult to say with only a brief summary, but it sounds like you and your party all want different things from the game. I'm going to guess that you play with people who you were friends with before d&d, and not play d&d with people you have become friends with.

You clearly seem to have a murder hobo. You also have a player who sounds like he's more interested in hanging out with the group than he is playing d&d. There's a lot of advice on forums about how to deal with these types of players, and your threshold for what you'll put up with is entirely up to you.

I encourage and tolerate a lot of silly shit, but if one of my players handed the same character sheet of their character that had just died with a 2 after it, I would direct them to the nearest LFG post and be on my merry way. That's a dealbreaker for me.

The others don't necessarily sound like a problem, but i think they want a little more railroad and guidance, while you want them to take initiative and make decisions. Neither of these are wrong, but they aren't always compatible.

From our perspective as DMs, its easy to set the scene and say "what do you want to do", then react because we know the whole tavern, encounter, story, world, everything and when we don't, we'll make it up. For a lot of players though, leaving things open ended like that feels very limiting. They don't know what you are or aren't prepared for and don't want to be that guy. They like you, and if this murder is going to be important later they don't want to fuck up the crime scene until they have permission.

As a side note, when I wanted my party to participate in solving a murder, I framed one of them for it. Also, the Gumshoe advice is great for running mysteries. They get the clue that tells them what's next automatically and have to search for more information to gain context so the game doesn't stall on one bad roll.

Ultimately, if you're dissatisfied with the game, you should have a conversation with your players before preparing anything further. I would say something like this:

"Hey muderhobo, I know you like fighting tons of shit, so I promise I will give you challenging combat in the campaign, but I need you to exercise some common sense and let me bring it to you instead going off to find it on your own. You other guy, are you sure you want to play? You dont seem to be interested and we can just hang out sometimes without playing if you want to skip the sessions. The rest of you, I can be more direct in giving you options and plot hooks, what kinds of encounters would interest you most? I'm going to start preparing a new campaign, I'm thinking about (themes and flavor of next story) as being important, can you start preparing characters that would have a reason to engage with a story like that? While I begin preparing, would anyone like to run any one shots in between?"

[–] Redsven@lemmy.world 3 points 1 year ago* (last edited 1 year ago)

So I use a generator that I've built filled with prompts collected from books and community posts. I've got all of these broken down into categories. Theres a few for combat at varying levels of difficulty, and those include some where the combat is already over, and the parry can talk to the winners or aid the losers, or about to start and the party could possibly intervene to prevent it.

Other prompts include foliage, beautiful sights, landmarks, historical events, npcs, whatever your players are likely to be interested in. You got a druid? Plants and animals. Bards or other social characters? You need travelers to meet. It's all about knowing what hooks your party will bite on.

So let's say you have a list of 8 things that are happening between the two points of travel. You need a meaningful way for the party to choose what they want to interact with. You could draw a small hexmap of the area and put a reference for each interaction on it asking them to move a token as they decide to travel. Or you can consolidate to a few paths and group your prompts along each one. Here's an example:

"You stand at the top of a high hill and survey the area ahead of you. There appear to to be two paths forward, the one on the left has recent wheel tracks from a wagon that looks like it was weighed down with cargo (this signals that merchants or refugees came through here), it leads into a forest with a dense canopy that covers the valley ahead. It looks like there is a clearly as the earth slopes up the far side (maybe there's a lake, or a small village, just a cabin, the site of an ancient battle or a hill dwarf logging operation.

The other path heads towards the mountains, it looks like it's going to involve some climbing (now the parry knows there are skill challenges this way), you can see some sort of altar or shrine on one of the lower cliffs that glitters with precious metals (do they seek treasure, is there a cleric or paladin in the party?). There are footprints here, but they are faded, no one has gone this way in a while (this means I've grouped the harder combat encounters here too)".

The key here is not just asking them to choose arbitrarily, but to inform them of what's coming and give them a chance to chose what they want to do. Both paths will lead to the same place but have very different experiences on the road.

I've gotten pretty wordy already so I'll stop here, but if you want to go into more detail about building roadside encounters, I'd love to.

I started my current campaign with absolutely no plot in mind. I chose characters and players I liked and gave them a campaign long escort quest of an author that needed to travel and see remote places and customs to write about. So these kinds of encounters are a huge party of my game.

[–] Redsven@lemmy.world 3 points 1 year ago (1 children)

Where do I fall if I kill them all, turn then into vampires and send them on a quest to uncurse themselves before they level and become vampires forever?

 

As requested, we have an old lighthouse by a cliffshore, inhabited by two masonic gargoyles who seem to be working on something....big.

I wanted to link the different floors of the light house together rather than just having three circles arranged and labeled. Overall I'm pretty into it. I hope you guys like it too.

 

So this is a set of maps I made for my party's adventures on a small island nation, nestled on top of a dormant volcano

The furthest out map shows the island's nearest neighbors, the supposedly uninhabited Burning Keyes, which are still active volcanoes.

The second map shows the largest of the cities/communities on the island.

The third is a close up of a trek they had to make through the central part of the island in search of a secret entrance to a lost temple.

Ask me anything about the islands and I'll give you the lore. Ask me something I don't know yet and I'll make it up. Anybody that wants to use these can, and is free to gleam lore out of the comments if they want.

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