- Joined
- Apr 19, 2022
Pencil and paperwhat do you plan on using for your new sessions?
And idk, I'm probably gonna autistically compare editions and see which one makes the most sense to me
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Pencil and paperwhat do you plan on using for your new sessions?
So me and my pal are looking to get into D&D (with the hope of roping my partner in at some point). It looks like I'm the only one who likes reading so I'm probably gonna have to be the DM. Besides the obvious handbooks, what should I be looking at/for next?
This is a tough question to answer. I basically jumped in at the deep end, but I had a background in board games and video games.I'm probably gonna autistically compare editions and see which one makes the most sense to me
You only really need the PHB, so that you're all on base for how the game works. New fans and tourists alike overemphasize how much you really need to run a campaign.So me and my pal are looking to get into D&D (with the hope of roping my partner in at some point). It looks like I'm the only one who likes reading so I'm probably gonna have to be the DM. Besides the obvious handbooks, what should I be looking at/for next?
We probably won't be sticking with 5e tbf, aiming to give WOTC as little money as possible
The starting module, Lost Mine of Phandelver, is apparently pretty damn good. It was made by a good and experienced writer who worked for TSR, having a lot of other good shit on hand. It's shortish, efficient, simple, and allows for a lot of modification in its design.I can't speak to the 5e start box, but maybe?
Old Dungeon magazines have some fun modules and there's enough of them that you can find an adventure that will fit into whatever campaign turns out to be. The first module I ever ran was Mad God's Key from Dungeon 114. It's sort of the start to an unfinished adventure path and there's a bunch of stuff the party might want to cling to. In fact they might ignore the second half of the module entirely which is perfectly fine. Starts off with a cool chase with custom mechanics and a big thieves hideout that the party will pick at and want to talk to NPCs. If they decide they're a lot more interested in taking over the thieves guild or something like that than just roll with it, you'll have until the next time you run to figure out what that is.So me and my pal are looking to get into D&D (with the hope of roping my partner in at some point). It looks like I'm the only one who likes reading so I'm probably gonna have to be the DM. Besides the obvious handbooks, what should I be looking at/for next?
Well shit, guess I'll get a second hand copy of the gamemastery guide or an unrelated artbook to sate my craving for physical books.Much, if not all, of the core 2E shit is on the trove. Pozzo employees are not moderately libtarded like they were in say 2008. They are trannies now; e.g. the pic below is of one of their veteran writers Todd Stewart, who in 2019 -shortly after the transition from 1e->2e- decided to transition himself as well.
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Please do not give these people your shekels.
He is also a furfag apparently, here's his twitter avatar.
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I can't imagine there being a GW 7e, and don't even want to think about how utterly pozzed it must be.The dark irony is Wizards tried to kill his career. How? They tapped him to write Gamma World 7e. Yeah, they used that book to specifically give a reason to purge a lot of TSR alumni.
It uses DnD 4e as a skeleton, which sounds good right? Haha wrong. Because it also forces you to buy cards and booster packs for you to run it, since you have no classes, and your powers are random based on drawing cards. Oh and also you need them because your base attack is shit by comparison. It also is filled with lolrandom garbage humor.I can't imagine there being a GW 7e, and don't even want to think about how utterly pozzed it must be.
I also suggest Lost Mine of Phandelver but if you want something even shorter I would suggest Sunless citadel which can be found already converted in Tales from the Yawning Portal. Both adventures are great starting points.The starting module, Lost Mine of Phandelver, is apparently pretty damn good. It was made by a good and experienced writer who worked for TSR, having a lot of other good shit on hand. It's shortish, efficient, simple, and allows for a lot of modification in its design.
Multiple ways to help you here.A buddy wants to do a Mass Effect campaign, but he's trying to wrangle 5e into handling something it's really not designed to. I've been thinking about just reskinning Cyberpunk, since it already handles things like automatic weapons, ground and flying vehicles, and cybernetic augmentations. I've looked through the core rules for Cyberpunk, and haven't seen anything that obviously looks like it won't work, but I'm also a fucking retard. Does anyone know of anything I'm missing? His only other suggestion is Starfinder.
You could take a look at traveler. Should have everything you need out of the box with not a whole lot of homebrew needed.A buddy wants to do a Mass Effect campaign, but he's trying to wrangle 5e into handling something it's really not designed to. I've been thinking about just reskinning Cyberpunk, since it already handles things like automatic weapons, ground and flying vehicles, and cybernetic augmentations. I've looked through the core rules for Cyberpunk, and haven't seen anything that obviously looks like it won't work, but I'm also a fucking retard. Does anyone know of anything I'm missing? His only other suggestion is Starfinder.
There are 6 gorillion Star Wars RPGs that could be adapted, e.g. West End Games, Saga Edition, FFG.A buddy wants to do a Mass Effect campaign, but he's trying to wrangle 5e into handling something it's really not designed to. I've been thinking about just reskinning Cyberpunk, since it already handles things like automatic weapons, ground and flying vehicles, and cybernetic augmentations. I've looked through the core rules for Cyberpunk, and haven't seen anything that obviously looks like it won't work, but I'm also a fucking retard. Does anyone know of anything I'm missing? His only other suggestion is Starfinder.
Yeah worth re-rupping this immediately just to point out that somehow, the madlads on 5e.tools have everything on there. It's shocking and I am flabbergasted the site hasn't been nuked from orbit by Hasbro. For example, if you wanted to, there's a Foundry plugin that basically lets you just download the entire book's worth of material (maps, tokens, monsters, NPCs etc.) and integrate into your world and run it as if it were designed for that purpose. It's wild.If you're running 5e, which you probably are, it's easy enough to replace the NPCs in the module with the ones in the back of the monster manual. You don't need to buy a monster manual unless you like to collect stuff, just use https://5e.tools/bestiary.html In fact you can use 5e.tools for most stuff, I think they've shoved entire adventures on it at this point.
A buddy wants to do a Mass Effect campaign, but he's trying to wrangle 5e into handling something it's really not designed to. I've been thinking about just reskinning Cyberpunk, since it already handles things like automatic weapons, ground and flying vehicles, and cybernetic augmentations. I've looked through the core rules for Cyberpunk, and haven't seen anything that obviously looks like it won't work, but I'm also a fucking retard. Does anyone know of anything I'm missing? His only other suggestion is Starfinder.