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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)BA
Posts
3
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71
Joined
2 yr. ago

  • Maybe have kind of a group based skill challenge for the whole thing?
    Like instead of going through the minute detail of everything, summarize the whole thing into a few skill checks, but without bogging down with a million checks. Ask them which skills they wanna contribute to the journey?
    Relevant Matt Colville vid:
    https://www.youtube.com/watch?v=GvOeqDpkBm8&t=567

    Idk, maund they each commit a few specific skills and how that goes kinda becomes the basis of the narration even though the thing itself is mostly uneventful.

    Maybe they'll end up finding a shortcut, maybe they have a particularly bountiful hunt/meal, or maybe clear an obstacle, maybe the bard's performance has them in particularly good spirits and they make better progress. Successes vs failures wouldn't mean the travel fails, but might help flesh out how that happens or even just influence the time they take to get there.

    Just a few rolls for the whole thing.
    This could keep it more dynamic than just fast forwarding, without having to go through every day/ night cycle and spending half a session inbetween every place.

    On avoiding clearly indicating to the players that something is happening, maybe have "non-encounter" events here and there?
    Like, if travel is always a "cinematic" and whenever they're in control, it's something special, then they'll always expect something special.
    Interrupt whatever they're doing with something more mundane, fluff.
    Even just a particularly nice sunset.
    Maybe they find a landmark that's just that: a landmark that they add to their map but that has no ulterior purpose.
    Or maybe a tree that was struck by lightning obstructing the road or whatever road hazard (but NOT an ambush for a change). Do they just avoid it? Clear the road?
    There's probably not that many road maintenance crews going around, whatever obstacle will probably still be there when they come back. Or maybe an NPC has to deal with it.

    Disclaimer: I haven't DM'd anything yet, but coming with some interesting narration for everything isn't something that would come easy.
    Shifting some of that responsibility to the players and which skills they choose to commit for the journey can kinda tell a story in itself or at least jog some of that creative bone in action with how well/bad they're doing.

  • If I ever had too large a group ans a flexible schedule, I think running a West Marches kinda game could be nice.

    I was thinking the goblin ambush would have half the goblins, maybe with only one paying attention and the other further away busy imbibing whatever spoils from the carriage if need be. I have no qualms against using drunken gobbos, just gotta switch it up so it's not too obvious.

    The encounter looks like a tutorial on stealth and surprise and can still be one without 4-8 attacks before the PC moves.

    Having one retreat towards the hideout also works and it can be far enough that their odds of losing it are slim.

    And yea, defeat doesn't always mean death.
    Like all things it needs to be used sparingly and make sense in context. After all they did capture but Gundren and Sildar alive already so that works.

  • I'll check it out, thanks.
    I realized a while ago that DM'ing was all about stealing random stuff and adapting it whereas I was thinking about telling a story, which was the wrong approach.

    Make the framework and have the player(s) make their story instead of trying to tell whatever story I want.

  • Valid point.
    I get that, but it's honestly also an opportunity to test the waters before jumping into a more traditional party.
    Even running a short one-shot would probably work though.
    We've played a lot of non-D&D and want more than what games like Gloomhaven, Descent, etc can offer.
    They haven't played D&D yet, but they played D&D based CRPGs before and they had fun so I'm thinking I can pique their interest before moving on to something more traditional (if that's something they think they'd enjoy)

  • Also, I'm still figuring some things out with the Phandelver adventure itself...

    I feel like The Black Spider lacks... idk... something.
    If I wanna run this, I feel like the BBEG motivations should clearer in my head, this way I can run the guy and make him feel more "real" and not just a statblock at the last fight.
    Also, how do they disrupt the statu quo?
    Like... they're a drow wizard, out of Menzoberranzan... instead of plotting and backstabbing for a better station back home? Who is he?
    Why is he there?
    Banishment? Redemption? Revenge? Favor of the spider queen? Surely they'd send a priestess and more raiders instead if they were serious about the forge?
    Why the forge?

    As is, I think Nezznar has potential but lacks substance. Like he needs to be a bigger thorn into the world's statu quo. Like... what would happen if he was unopposed and claimed the forge? What then?

    What's your Nezznar like?