Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
@Jet Fuel Johnny, I'd be happy to take the spot that newbie left. Never played Pathfinder before, but I'd be willing to give it a shot.

And frankly, I think a game with some old hands like yourself would be great.

As a little aside, a game shop I went to a few weeks back had a DnD night. I gave it a shot, thinking it'd be an average, run of the mill sort of affair. Instead, it was some half-cocked, half-baked cyberpunk game, with a focus on roleplaying. If I wanted cyberpunk and fantasy, I'd go for fucking Shadowrun or Cyberpunk, not DnD!
 
@Jet Fuel Johnny

While I'm dated up for gaming right now (wow), I gotta say that campaign sounds dope as hell. Gives me a Thieves' World vibe.

Depending on the setting, it can be tricky to slot some classes into the greater setting. Gunslingers are dependent on firearms and gunpowder being a thing. Inquisitors are... not usually found among the scum and villainy (I mean, I can kinda think of a couple ways to do it, but it'd require some GM oversight and approval).
 
Semi-related but has anyone ever had Drive-Thru RPG make a print copy of something? Curious if it's any good or I should just accept that outside of finding a deal I'm resigned to using PDFs to read OOP content?
I had them print the 2nd edition Player's Handbook, DMG, and Monster Manual. Also the Code of the Harper's book and a reprint of Temple of Elemental Evil module.

All are very good. Very pleased with them.
 
Semi-related but has anyone ever had Drive-Thru RPG make a print copy of something? Curious if it's any good or I should just accept that outside of finding a deal I'm resigned to using PDFs to read OOP content?

I have have the 1e AD&D trilogy (Hard cover) and 2eAD&D PHB, as well as a 4e book from them (both softcover aka 'perfect bound').

The Hardcovers are frankly dogshit. The covers look nice but its perfect bound and not actually secured to the carboard. (it was also the Gygax Memorial Repreints not the OG art, be aware). My DMG has a big crease in the glue strip I'm pretty sure will fail.
And the shipping was really slow, and this was before COVID fucked everything up.

The 4e Hammerfast supplement was also dogshit, but that's not on the printer. They used some razerized digital print file with pixels you could use to slice deli meat. Also 4e stuff should never, ever be printed in B&W I learned the hardway. No complaints about the physical assembling of the book.

2e AD&D book, only complaint I have is mother fucker is thick and as its simple perfect binding and not a lay-flat, it is somewhat cumbersome to use and heavy to read.

tl;dr Soft cover only, understand you are getting disposable college textbooks and not heirlooms.

I had them print the 2nd edition Player's Handbook, DMG, and Monster Manual. Also the Code of the Harper's book and a reprint of Temple of Elemental Evil module.

All are very good. Very pleased with them.

Goodman Games has the Reincarnated series: several classic modules, ToEE being one of them. They have the original module and then a 5e update in the same box. I've seen them in the wild, they are nice: Hardcore, good quality print/bind. I've thought about picking them up but give zero fucks about 5e and I've got not 1e group to run them for.
IF you don't mind paying the preium (they are like $80-90) they look to be worth the upcharge. I'd put down $50 if they just sold the OG module without the 5e update.
 
Last edited:
Is there a way I can make myself more assertive as a DM?

The only wrong way to DM is when not everyone is having fun, and that includes the DM.

The real problem you'll have is upending expectations. You are already the "always yes" DM, and when you don't live up to those expectations people will be unhappy - how unhappy and for how long comes down to your group.

My advice would be to accept your current game is stuck with the expectations you've set and you'll need to reboot the world, and I'd heavily recommend the system, if you want to start making things deadly for the players in a way they are not accustomed to.

In addition to @Jet Fuel Johnny 's advice:
I would do some psychological tricks to help get players used to the new Paradigm: Host the new game (at least at first) in a new location. try to get people to sit in a different order than normal. Do something different with your appearance (clothes, hair, etc). Basically try not have too many familiar things so people aren't put into a familiar mindset.

Also:
- Be impartial and neutral with rulings - except when you intend not to be, and own that you're making a choice to be unequal.
- While you want to stick to the rules, don't be afraid to make an in-the-moment ruling and then either walk it back or say "Made a bad call, in the future it'll be like This" after having some time to review away from the table.
- Have the same rules apply to enemies and PCs as much a possible. Players are a little less likely to want to change how spells work or juice the action economy when they understand the monsters will do the same thing to them.
 
Last edited:
@Jet Fuel Johnny
If I didn't work weird hours, I'd love to play in your setting. The other DM in my group tried something similar to what you're doing about two years ago (and ironically, I played a kobold rogue who also always had a "cousin") before a series of poor decisions on both the players and DM caused half the city to catch on fire on the fourth session and a riot on the fifth and he kinda gave up. I love my friends, but intrigue and street-level politics is not their forte.
 
@Jet Fuel Johnny

Sorry, a question as I'm sitting here. How much magic in this campaign? I presume it's a fairly low-magic one, because nothing can fuck up the status quo quite like an intelligent spellcaster.
 
>>Then I hear. "Uh, slavery isn't supposed to be in RPG's any more."

>>"It is here," was my basic answer.
In a just world, that would have been the end of it, but...

>>The next 5 or 6 minutes can be characterized as "REEEEEEEEEE!" about how slavery isn't allowed in tabletop games any more and it's been retconned out and games aren't supposed to show slavery. I try the "it isn't shown in a good light, it's a shitty circumstance in a shitty place in a shitty time" but that doesn't matter. When they say they're going to report me to roll20 for having slavery in my game, I did what I should have done from the first syllable. Delete their player access from the campaign, then kick them from the discord.

Yeaaaa, even the small amount of time you gave that nutsack was far more than he deserved.

This is why IRL Groups will always >>>>>> Internet play.

Also kudos to that setting. Has a real Thieves World and Lankhmar vibe to it if you're familiar with those books.

I told you niggers. I goddamned warned you all and everyone was just "Well, not at my table". You didn't listen to me when I said you'd need to replace a player or find a new group and about what was waiting.
Let them come and bitch. I'll trespass a motherfucker and we have no issue yeeting someone physical from our homes.
 
The whole thing with 'waaaa slavery isn't supposed to be a thing at all!' mystifies me.

Why not make that something your PC can work against (assuming he rolls that way)?

The PC doesn't even have to be an abolitionist. Maybe he resents slavers because he was enslaved before this. Or maybe he has a bone to pick with that slaving guild.

But -- let's set those aside. WotC and Paizo's bizarre attempts to remove villainy from their games is so weird. Heroes NEED villains to battle. And the villain isn't always some mustache twirling evil wizard. Sometimes it's an institution, or a culture, or an idea.

Once again, the pathetic limitations of woke imaginations are on full display.

EDIT: Hit post and then remembered this. I'm playing in an online game. Fairly... liberal, though the GM has a 'no fucking RL politics' rule (ironically, it's the only 'X card' rule there is -- anyone can say 'hey, this is getting too RL political can we drop it?'.)

There's slavery in the game. It's treated as bad. Players will gleefully wreck slaver face and crow about it. And you know what? That's okay! Like I said, heroes need villains to defeat. It's not magically 'written out'. It's not mysteriously 'vanished'. It's there, and it's bad, and it gives PCs something to stomp on with hobnailed boots as the game permits.
 
The whole thing with 'waaaa slavery isn't supposed to be a thing at all!' mystifies me.

Why not make that something your PC can work against (assuming he rolls that way)?

The PC doesn't even have to be an abolitionist. Maybe he resents slavers because he was enslaved before this. Or maybe he has a bone to pick with that slaving guild.

But -- let's set those aside. WotC and Paizo's bizarre attempts to remove villainy from their games is so weird. Heroes NEED villains to battle. And the villain isn't always some mustache twirling evil wizard. Sometimes it's an institution, or a culture, or an idea.

Once again, the pathetic limitations of woke imaginations are on full display.
It makes zero fucking sense. Not allowing slavers in a fantasy setting is like not allowing Nazis in a WWII story.

You're losing out on an incredibly easy, uncontroversial and unmourned enemy archetype. No one cares about slavers, you can kill them in droves, and then you get the bonus satisfaction of freeing the innocent people they had enslaved.

Seriously, for people who talk about oppression so much you'd think these fucks would love to play a character that kills slavers and frees slaves. Being a hero. But no, they're so damn fragile the mere concept of "slavery", even as something that's meant to be fought against and eradicated, gets them to start clutching their pearls.
 
It makes zero fucking sense. Not allowing slavers in a fantasy setting is like not allowing Nazis in a WWII story.

You're losing out on an incredibly easy, uncontroversial and unmourned enemy archetype. No one cares about slavers, you can kill them in droves, and then you get the bonus satisfaction of freeing the innocent people they had enslaved.

Seriously, for people who talk about oppression so much you'd think these fucks would love to play a character that kills slavers and frees slaves. Being a hero. But no, they're so damn fragile the mere concept of "slavery", even as something that's meant to be fought against and eradicated, gets them to start clutching their pearls.
It's like Marv's line from Sin City: no matter what you do to slavers, you never feel bad about it.

But yeah. It confuses the fuck out of me as well. I think it ties into a comment I've made before about wokeists: the enemies of their fiction must be simultaneously completely unsympathetic and evil, and yet so weak they can pose no real threat.
 
@Jet Fuel Johnny

Sorry, a question as I'm sitting here. How much magic in this campaign? I presume it's a fairly low-magic one, because nothing can fuck up the status quo quite like an intelligent spellcaster.
It's weirdly done.

We mixed in some power restraints from 1E. Now, full disclosure, my group knows that barring extreme exceptions of BBEG with a Threat Rating of +3 or more that the spell rules count for the opposing side. (Threat Rating I stole from Shadowrun 1E and it works great) This, right off the bat, hinders spell casters.

We added back in the rules for learning spells. For Clerics, we went in hard on Domains and Subdomains as Forbidden Domains (usually the prime domain for the opposing God/Ethos), to put limitations on the Divine Casters of: Max 3rd level in non-domain, max 5th level in secondary domain, max for primary domain, cannot cast opposing domain without the "Forbidden Magic" feats. They have to roll on learning spells, if they blow it too hard, they can't learn that spell until they get a permanent (non-item) primary stat increase OR training from someone 4 levels higher who knows that spell and is a SPECIALIST in that spell school. Learning new spells either requires going up a level (in which case you try to learn 2), having a scroll, or getting a teacher. (Uncle Leo can help you out, he knows some burnt out mages from The War(TM) who will train Uncle Leo's favorite nieces and nephews)

There's been some side adventures of getting some scrolls or access to a spellbook to make some copied pages so that a mage can get the spells they should have at the level increase.

I also curate what spells I'll allow, since the God of Magic is known for being a spergy, petty, pedantic asshole about magic who threw a fit about the overgod giving war magic to the God of War instead of him and he's still in a butt hurt huff about it.

The second thing was: Spellbooks. Max of a hundred pages, 1-2 pages per spell level. Combine that with "Max Spells Known" and you put some limit on the power. The second thing is: All spells gained in play are subject to GM approval. ALL of them.

You can have a certain amount of spells per level in your spellbook that you can "know" and half again the amount that you "don't know", either because you don't research them or haven't figured them out, or whatever. Now, non-spellbook casters have other limits, mainly involving their bloodlines, so we had to do a little kludging to get it to work. Basically, their Patron acts as their spellbook, with kind of the same rules.

The players know this is a game all about who you know and who you blow, so Patron Bloodline Spirit or Totem going "Uh, I'm not teaching you that spell, because I don't want to today. Bring me wenches and pretzels!" or finding a scroll to learn off of it and the God of Magic going "No. Because my brother was given War Magic, and that's a spell that hurts people so you'll have to ask him because my father took those spells from me because my brother is his favorite and...." but the spell gives the player a +1 to roll to learn or research spells in that elemental and school category.

All casters have a "sigil" on their palms, and that sigil can be found on the echoes of cast spells with a Detect Magic, Read Magic, and a good Perception roll. Since the PC's are basically criminals, they gotta be careful with that, since nobles and the Guard and the bigger gangs like the Yaks, Tongs, and Mafia have people who can do that.

The other thing is the setting. You have to have a license for magic, and the PC's are largely running off forged permits. Throwing fireballs around will bring down the big time guard, usually backed by a War Wizard or two with a +2 Threat Level or better. Big flashy shit brings down the guards or the weird cultists.

The biggest part, is that the players are more interested in having fun and living vicariously in the setting than they are breaking it.

Now, as for magic outside the PC's?

It depends on where you are. It seems like every third elf is a low level druid (1d4+1 level, bare minimum stats) but then they used lots of "Green Mother Magic" during The War(TM) and most elves know showing anything better than what you can do with a 14 Wisdom or level 6+ gets you slapped into a collar and working in a garden on a noble's estate. The nobility have magic dripping off of them. To the PC's it seems like most of the noble ladies are mages (We are a proud and powerful people, says Noble Woman partially dressed as a prostitute) and they have magic items out the ass. Now, the problem is, these magic items are flashy and ornate and ostentatious. Not really the PC's style. Usually they fence the magic items they take off of the bad guys to Uncle Leo or Auntie and it ends up back in the hands of the noble family after Uncle Leo fences it to the guards who return it to the nobles for the reward and everyone wins!

Merchants have low level mages (1d4+2) working in shops, guarding warehouses, stuff like that. They usually have cloaks and rings to provide protection, but again, embossed, monogrammed, inlaid, stitched, all that.

Again, fence it to Uncle Leo or Auntie and move on.

The guard, now there's the heavy duty magic. Magic armor, magic weapons, mages in the patrol squads (1d6+3 level) tricked out with war magic. Fighters tricked out for close combat (2d4+2 level, TR +1 or more) Ripping off a guard patrol or the like brings down The Big Boys(TM) who are going to show up in Full Field Plate or War Machine Plate, with 4-6 wizards, 2-4 clerics, rogues on the rooftops with magic bows and armor, TR of +3 or more, and a serious fucking mad-on. The whole block is getting an ass kicking. If they have to leave their towers they're bringing a WHOLE can of whup-ass with them and sharing it with everyone, and NOBODY wants that.

The Army, now there's where more heavy duty magic is, but again, there's seals on it, markings, and it's military equipment. Sure, the armor has racks of +2 Full Field Plate, +1 Superheavy class armors, +3 leather armor, but it's all military gear and instantly recognizable by the guards, so it's basically useless to the PC's. (They did make a HUGE score where they robbed a depot with fake papers and got away with 4 wagons of heavy wool blankets with warming spells, new(ish) boots with traction magic, and good cloaks with weather resistance, none of it marked yet. That was a highlight job right there)

But back to spellcasters.

The big thing is, we have "cinematic effect" magic, meaning it's less like whispering and wiggling your fingers inside your sleeve and more like Doctor Strange (even before the movies came out), which means as soon as that shit starts people start running screaming and The Big Boys(TM) start strapping on their armor and grabbing their cans of whup-ass.

Magic has to be licensed, and no PC wants to be sentenced to working for some noble family with a shock collar. Forged writs for little magic isn't that big of a deal.

Area of effect magic brings in the guards, the mob, the Yaks, even the Tongs and, worse, the Noble House Guard "Snatchers" sniffing around.

A "clever" mage can unbalance shit, just like someone can go down to the shopping mall with an M16, but it'll have the same results. The players know this and they'll try to explain it to new players, but there's always That Guy who thinks he'll go ahead and outsmart me and unbalance the whole thing. (We've had 2 interparty stabbings, both because of mages thinking they can crack off area of effect spells without worrying about people on the street, you know, the people that the PC's are the champions of)

The PC's get frisked all the time, usually going through gates and if they're in the nicer sections of the city, so they've gotta be careful there.

The witch is careful with their magic, because she hates swimming. She's more likely to use her hair to strangle someone or pin them in place. (I allow her to do non-lethal damage with her hair)

With the kludged mechanical issues with spells, the baked in setting restrictions, and the fact my normal players don't have their heads up their asses, magic hasn't been a problem.

As for the PC's, they've got magic items, but it's very thematic and setting fitting. For example, the Paladin of Gruumsh the Thinker has a chainmail bikini top that acts like a Chain Shirt +1 as well as giving her a +1 bonus on intimidate and bluff and diplomacy as well as an orcish double-axe (considered holy by the orcs) that halves an items hardness when she attacks. The witch has an Amulet of the Spirits that let her speak with dead 1x a week as well as get a +2 bonus to tell if someone is lying, as well as a choker that allows her to hold her breath in water for 2X the normal amount (Did I mention she hates swimming?). The rogue has a dagger that's +1 but when used to help climb it adds a +2 to their climbing checks and the rogue can stand on the hilt with one foot, as well as a cloak of crowd blending that makes it harder to track them in a crowd. The kobold is kind of hilarious, because the most magic he has is like a thousand magic locks on his lab door, a spear +1 that's on a trap inside his lab, and a spring loaded knife that pulls automatically to his hand and looks like a baby kobold licorice chewing stick.

They've had magic items that they've done the funniest things with. For example: The party gave the Orc's mother a magic broom that sweeps up for her, the kobold gave his clutch mother a fireplace full of magical coals that keep the sleeping room warm for the older kobolds in the house, the halfling gave his sister a pendant that lets her touch it and instantly clean her clothing, brush her hair, and redo her makeup twice a day, and they gave the dancing stripper coin girl in their favorite tavern a set of semi-precious stone studded and very 'pretty' shoes of dancing as well as gave the bouncer of their favorite majong parlor a +2 mercy truncheon because their mothers all play majong in that parlor. They usually donate their older potions of healing to the local hospices and the like.

I think, upon reflection, most of my magic problems are handled by having players that don't want to get in a pissing match or an arms race with the GM and just want to have a good time. They talk more about the time that one of the bad guys walked into the room and the Orc got back to back Nat-20's and knocked him fucking cold with a sucker punch than about getting a magic item.

EDIT:

I also forgot to mention that when we were brainstorming the setting and what the group wanted to do, we decided that feats were a good replacement for magic items, so the PC's have a few more feats than they should, so that helps balance it out.

But...

I didn't get their freakout over slavery because beyond "WIZARDS AND PAIZO SAID NO SLAVERY!" the slavery angle is that being a slave sucks, being a serf is better because a serf can't be sold and if they run away for a year and a day they are free, which is worse than being an indentured servant because then you work in the house or are field supervisors, then there's thralls and bonded servants.

The PC's are on some of the lowest rungs of society (Sure, they've been hidden by people when they were being chased by cultists, guard, or the like, but they're still barely above street thugs as far as the rest of the city goes) and can't institute meaningful change when the people with the power and the money want the status quo to stay, but they can help in little ways.

Slavery is what picks the orchards, tends the flocks and fields, does the public works.

Hell, the PC's have been sentenced to a week/month of slavery (usually when a player can't make a session) in the mines, the streets, the orchards and fields.

The rich slavers, we're talking the guys in silks with diamond jewelry and dancing girls, people care if they get killed because who knows who those maniacs might murder next, why, they might murder the humble shopkeeper! But the gangs who come down into The Hive looking for a quick buck by grabbing some refugees? Nobody cares what happens to them. (The PC's have made it so those groups are less and less likely to scout The Hive for free slaves because that's the one group you can get away with killing and shoving into a garbage bin)

But it's an exciting adventure when the PC's have to leave the city or The Hive and track down a merchant's sister who was grabbed by slavers and rescue her before Ravishment(TM) can take place and smuggle her into the city while the frustrated evil guy is yelling at his guards to find the PC's and the girl! Or saving a half dozen elven children who have shown talent with Green Mother Magic that were grabbed by an orchard owner or a merchant with greenhouses and spirit them away without leaving behind a huge pile of bodies.

And slavery is kind of baked in. For example: The orc's grand-mother was a comfort girl/breeder for the Drow Army war slaves and her mother was a camp slut for The Army for the latter half of the war. The kobold has relatives who were cannon fodder slaves during The War(TM) and even has a slave brand on his shoulder.

You might want to be careful killing cultists because they have lives outside of being cultists (depending on the cult) but slavers? You can slaughter them freely and nobody cares. Hell, even the guard just shrugs and goes "Looks like natural causes to me" when they find some slavers with their throats cut.

This push to eliminate "uncomfortable" or "triggering" things has gotten out of hand.

I lost a player because the party was trying to find out who was killing members of a nobility sex cult (orgies, naked parties, all that stuff) and they didn't approve of the rampant sexuality (even though it wasn't graphic, just mentions of it) and nudity involved. It was inteferring with the business with one of Auntie's "friends" who was supplying the drugs to the parties. There was no demon summoning or really nasty shit, just a bunch of bored rich nobles getting together and fucking, wife swapping, a little bondage, interacial sex, stuff like that.

The murderer turned out to be cultists from a REAL cult that was trying to summon up incubus and succubus who kept running over to the other cult to have a good time rather than do the "gross shit" the other cult was doing. (Who knew that controlling lust demons was really hard when you are baked out of your mind on drugs?)

Another player got pissed in the first half hour of playing because of the racism and got offended on behalf of everyone else despite the fact that either The War(TM) has only been over a few years or is still going on, depending on who you talk to, and it's organically starting to look like a divinely driven racial holy war.

The whole push now to "destigmatize" monsters is pissing me off too. No, you can't play an illithid. No, you can't play a bugbear. I draw the line. Orcs? Maybe. Kobolds? Maybe. Goblins? Hell no, those fuckers are vicious little arsonist chaotic hungry murder machines. Troll? Are you fucking kidding me with this shit?

It's not that I'm against "Freakshit", I'm against someone thinking that a Bugbear is fine to bring in.

They're looking like they're actively looking to remove the bad guys from D&D, which I object to. I like my Drow Matron evil Ft/MU/Cleric evil noble woman who hosts sex and drug parties and tries to convince people to worship her spider goddess and install a matriarchy in the city state.

Sorry, rambling today.
 
Last edited:
@Jet Fuel Johnny
Jesus dude what did you do to piss off Null? said:
All casters have a "sigil" on their palms, and that sigil can be found on the echoes of cast spells with a Detect Magic, Read Magic, and a good Perception roll. Since the PC's are basically criminals, they gotta be careful with that, since nobles and the Guard and the bigger gangs like the Yaks, Tongs, and Mafia have people who can do that.

That's a fun idea for a city-setting I think I'll steal: Magic CSI because magic leaves fingerprints. If you just lift some shlub's purse or magic-missile a nobody in the bushes, they aren't getting out the guys in bunny suits and luminol. But you so much as cast "channel piss" on Don Toblerone's bushes, they will not stop until you are in the ground.

I think, upon reflection, most of my magic problems are handled by having players that don't want to get in a pissing match or an arms race with the GM and just want to have a good time. They talk more about the time that one of the bad guys walked into the room and the Orc got back to back Nat-20's and knocked him fucking cold with a sucker punch than about getting a magic item.

I will say you are lucky to have group that cooperates and self-polices. I definitely wouldn't have been able to get away with my recent group or most of my other ones.
 
@Jet Fuel Johnny Please ramble more, by all means. This is a LEGITIMATELY interesting setting you've built and if you ever compile your notes on it some day, I'd love to pour through it with your permission. I'm sorry you keep getting these problem players though, but 4/5 hits is better than none at all as far as a group who can appreciate and chew at what you put in front of them.
 
Going back to Dragonlance for just a moment; I was never into it and thus can't speak authoritatively, but the art I've seen of Raistlin Majere reminds me more of the Greasy Strangler, not like a trans something...

1651358811425.png

 
One principle I've used in my games is that if I find myself in a situation where the PCs can decide "Fuck this." and take aim at a setting element that will drastically alter the game, then it's best to make enforcement of that element an in-game responsibility of the PCs. For example, I ran a Vampire game for my group at their request, and part of the premise of the game was that the city's Prince immediately created the new role of Deputy and drafted the PCs, and told them that being the front-line of enforcing all of the Masquerade bullshit was now their responsibility. So, instead of having to come up with reasons why the PCs didn't decide that they could profit more from kicking over the status quo of the World of Darkness, it was now their responsibility to find and deal with all of the cases I could think of where hiding the supernatural would be really inconvenient.

And the interesting thing about @Jet Fuel Johnny 's setting is that for all of the grimness and evil, there is still a lot of (comparative) hope. There is the understanding that unless you actually paint a target on your back, you will probably live to see another day, and that because the War has just ended or is still in progress, there's an understanding that if some elves are uppity they'll get a seeing-too...and if a member of the guard is a little too enthusiastic about delivering that seeing-too that some suspiciously-lithe assailants might just mug and beat the crap out of that guard as they go off-duty one night, but nothing permanent and absolutely with no "Elves rise up!" political messaging attached. The elves are not being accused of poisoning the city's wells and pogrom'd en masse, and likewise they are not deciding "Fuck it. War's back on! Hope you like nature magic blighting your crops and wild-shaped druids sabotaging your grain silos, round-ears! Famine for all!"

A D&D world, even one with significant controls on it, is a world where a very small number of not-at-all-at-the-top-of-the-food-chain individuals can cause massively-disproportionate chaos, death, and destruction with their "Fuck it.", and thus it's a world in which reciprocal obligation is really important. Like, I won't tell you how to run your campaign, but given what you've described, bringing back the anti-slavery elven whinger as an NPC antagonist, as someone who returns with just enough power to be dangerous and a general attitude of "Fuck it.", could cause a lot of harm even if he never comes near the PCs again.

If he starts taking a lot of the basic setting-disruption actions to stamp out all slavery no matter the cost in collateral damage (terror attacks on the low-level guards in random districts to force repeated investigations, break-ins to assassinate the very few mages who can use divination to potentially track him combined with cheerful willingness to use collateral-damage weapons like spawning undead and starting massive fires, and so on), he can make it the party's responsibility to deal with him before someone else decides "Fuck it. We can afford to deal with the pain of stamping hard on that entire district more than we can another two weeks of that masked asshole assassinating anyone else.", and if their response pushes someone else into "Fuck it, if I'm going down from the guards coming down on me as collateral damage, I'm taking that motherfucker over there who I've got a long-term grudge against with me.", you can get the fragile balance that lets there be a functional city pulling apart very quickly. And the great thing is that now that you're no longer dealing with the problem player's bullshit, you can set up interesting questions with the character, and draw some fun mirrors to the PC's own cheerful willingness to cut the throats of the Hive raiders, and encourage the PCs to find the exact place that their own characters draw their own lines, and why.

As with my Vampire game, making the PCs responsible for enforcing the status quo of the world gives your GMing and world-building a mandate. If the players really like tooling around in your world doing crimes and blowing the proceeds on drugs, hookers, and gifts for their mamas, then dealing with someone who both symbolically and directly represents a threat to that game will be meaningful to them, and is a direct "More of this please." message to you as GM. And if you run a campaign for a long time and the PCs get used to their position as enforcers of the status quo, then they can use that position to signal to you that they want to mix things up a bit, and you can run a climactic adventure where the PCs use all the lessons they learned in stopping other people in what not to do, so when they make their serious world-disrupting move, they have a chance of making it stick.
 
Semi-related but has anyone ever had Drive-Thru RPG make a print copy of something? Curious if it's any good or I should just accept that outside of finding a deal I'm resigned to using PDFs to read OOP content?

Also lol at the fucking Parental Advisory Warning:
View attachment 3230400
"We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end."

Curious what triggers that advisory or if it's a blanket statement on anything not made in the past 6 months. Also what the fuck does "American society" mean in this context? Is the implication that back in the 70s and onwards Americans (are Canadians and other residents of the North and South included in that?) were bigoted monsters, which is why Gygax et al always had modules about lynching blacks?

The DTRPG prints are okay. I found that spiral-bound Office Depot prints are much better in actual play, because they stay open. You just need written permission from WotC, which they always give. Make sure to get the plastic cover protectors, too.
 
@Jet Fuel Johnny

This really sounds very similar to the Shadowrun campaign I ran set in Atlanta. The motto of that campaign was Trog is the new Black. The CAS had used redlining and building codes to force orcs and trolls into ghettos as they required expensive retrofitting or reinforcement of floors and walls in order to allow them in buildings. “For safety”. Pretty much if you weren’t an elf dwarf or human or didn’t have a corp SIN you were not really welcome in Society(TM). There were a couple of times they had to leave a PC outside when meeting Mr. Johnson cause he refused to meet with anyone not human.

They also found out about the laws of statistics when one of the PCs insisted on playing a pixie. I was fine with it until they blew up a secret Aztech lab with a suicide vest. The rest of the group then discovered that being associated only one of 6 known pixie runners in the world was not conducive to maintaining plausible deniability.

Side note when I run Shadowrun campaign I always make sure the PCs are aware that the amount of chaos the cause is directly related to how hard the corps will hunt for them. Kill a few guards and steal some tech/data? Cost of doing business. Blow up an entire secret research facility kill half the researchers AND leave witnesses? Y’all are fucked.
 
Back
Top Bottom