We say why the new WotC splatbook is meh.
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John takes the GM reins for the first time and runs a session north of Alabamia.
Daniel cut in a bunch of memes in post. There’s an example of a pathcrawl being run in there too.
And we actually have an ending that wraps everything up.
Pics of John’s notes and player handout after the jump.
John apparently ran the whole thing from this
If you’re wanting to run something spooky this weekend, Daniel’s written up his notes for running a one-shot of RQ1: Night of the Walking Dead. It’s a 2e Ravenloft adventure. As written, it’s a railroad, but, with a few tweaks, you can mod it for player agency.
(Our patrons got this doc last week.)
You will need to read the adventure once through before running. It’s short, and you can skim it. You’ll have to excuse 2 things:
Monster stats are on the last page, on the annotated map.
Click the image to grab the handbook:
Here’s a flowchart I made for making the simmering religious conflict that Gary talks about in T1: The Village of Hommlet come alive. And, by “alive,” I mean “escalate until one side is dead.”
You can think of this like an encounter that happens every time the players return from adventure; or you can think of it like a Front from Apocalypse World.
The point of using this procedure is to make the game world more compelling. It is independent of the players. They can choose to ignore the conflict as they wish; you, as the DM, will ensure they witness what’s going on by having these events occur in their presence.
If the players intervene, you may have to modify the events. Many or most might not happen, or different NPCs may need to be involved (say, if the players kill Jaroo, Calmert, or Terjon).
Similarly, you could use this for any generic religious conflict, not just for the one Uncle Gary gave us. Something happens, and one side esca-retaliates, and then the otherside does the same until there’s nothing like to retaliate on. That is, unless the players intervene and change the course of fictional history-in-the-making.
Daniel provides a framework for creating (or enhancing) a world for your game. These techniques will help you create a world that’s engineered for actual play, not infodumps, in which the players will be more successful the more they invest in your world.
You incentivize your players to care about your lore by making knowledge of it a key to success in your game. As players know more about the lore of your world, they can play more effectively.
Here are my notes for this episode. They’re elaborated upon in the audio; but, afterward, you might find them useful.
Most worldbuilding advice is terrible:
Why do we care about worldbuilding?
There are two problems:
Here’s how to make the stuff up:
First, your prep:
Then the model: The Bible and the Soulsborne games:
Now, how to present this information:
Daniel explains what a pathcrawl is, how to run one, why you might want to run one, and how they’ve worked out in his campaign.
Here’s the actual document Daniel has used in the Alabamia campaign. Good luck trying to decipher the runes here. It’s annotated, but, for convenience:
And the link to the original blogpost is here.
It’s Daniel’s birthday, and Jim interviews him on what Daniel’s ideal D&D campaign would be. Dropping fundamental knowledge. Learn why clerics are objectively the best class. Learn the lowest common denominator of D&D characters as such. Hear our players express many different perspectives re: expectations of game, genre, etc. Discover the O B J E C T O F T H E G A M E. Opinions expressed are solely the opinion of Daniel but nevertheless should be recognized universally.
Talkin bout that DragonCon. You get a free DM tip that Daniel stole from Zak S. RPG panels: not great, and we discuss how they might be better. And, to round it out, we recount mildly amusing stories from our time this year.
No regular episodes this week, Dear Listener, but DragonCon draweth nigh, for which we shall produce A/V content that may be considered excessive.
These are all taken from my experience in running Alabamia. Items are in no particular order.