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Joined 1 year ago
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Cake day: June 30th, 2023

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  • 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.worldtorpg@ttrpg.networkNarrating Travel
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    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.




  • This might help with him rolling poorly. I run a swarms AC differently than other creatures. I wanted to give some the peoper feel of being everywhere around the party and settled on this as how to simulate it. When it’s at full HP the swarm has a much lower AC, I usually subtract 5 from its stat block. This is because you can barely swing a sword without hitting them, theres just so many. Once the swarm has lost half of its HP I add 5 to the AC on the stat block, because as they thin out they get harder to hit.

    Obviously this doesn’t work in every situation. To keep combat from grinding to a halt this works best when the swarms are part of an encounter with other creatures. I used it as a supplement to a higher creature’s fight and it kept them relevant as a distraction during the fight. If it’s just the swarms and the party struggles to finish them off don’t forget that they can retreat under such loses. You don’t want them to just keep swinging and missing if they’re really struggling.


  • I think this guy was just someone who’s defunct account had been hacked and used to troll. All of his comments from that day featured a ton of both sides arguments and misrepresented statistics, which to me looked like someone who was given talking points and tried to fix any conversation he could into conforming to them.

    It was obviously propaganda, and I guess previously I would have thought someone who ran something ad large as reddit wouldn’t be so stupid and oblivious…but here I am on lemmy a few months later, so who knows. It’s now apparent that spez is that stupid.




  • I’m running a bit where my party is trying to kill a god, its not quite absconding with their soul, but kind of the same?

    Anyway, I told them they have to preform a ritual to un-diefy her body, she’s not inhabiting it right now and they actually already stole it. To complete the ritual I told them they had to collect 3 divine conduits, you’re looking to contain a soul, so maybe divine vessels or batteries or something. But I let them chose, either 3 that represent her connection to the domains she has power in or three that oppose them. The three that align with the god would send them searching through the lore of the God to learn what artifacts would represent her connection to those domains, the 3 that oppose them send them searching into the lore of her enemies.

    Either way, you’re preparing 3 “dungeons” and getting to go into some fun world building and lore without just casting exposition.