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

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Time to travel with Dice Scum to the terrifying land of Milwaukee By Night! Experience the terrors in a large Midwestern metropolitan area (no, not those ones).
As long as the game doesn't involve any interstate travel the players might survive. Otherwise difficulty for any and all lane changing and merges is going to be at between 8-10 difficulty. Good luck getting gas after dark too.
 
As long as the game doesn't involve any interstate travel the players might survive. Otherwise difficulty for any and all lane changing and merges is going to be at between 8-10 difficulty. Good luck getting gas after dark too.
Gas gas gas you gotta step on the gas.
I never let a lack of gas be a thing in any game.
 
It could be interesting if you wanted to run a short idea involving a road trip, like maybe something about fugitives. It would depend a lot on what system you're using and how much your players are interested in tracking that sort of thing.
All the PCs in my games had ready sources of gasoline, alcohol, bullets, and whatever else they needed. Could they do what they needed to do? Maybe not. But they always had what they needed to do it.
 
@Ghostse
It helps to know if the game is intended to be serious roleplaying or something different. I've seen people at various D&D clubs that have different styles in mind. You can really tell who just wants to break their record for most damage rolled and speedrun their way through adventures vs people who want some immersion. I remember in one game at a gaming club a lolsorandom teen was annoyed because the party clerics mentioned "Let's not commit any crimes while we're here especially since there is probably avatars of Gods spying on us at the moment." and the rest of the party agreed avoiding committing crimes was a good idea at the time.
It was semi-serious.
As in Players would joke around, but Characters were supposed to be behave as if it was.... well, as if it was a fantasy novel if not always like real life, even if it wasn't a high-death character grinder mudfarmer simulator.
He wasn't a bad roleplayer, other than than the Pathfinder brain and wanting to swap characters as soon as his old one wasn't mathematically optimal anymore.
He did do the "My character has this ONE QUIRKY GIMMICK" he'd forget about after a session, but as the quirky gimmick was mundane stuff like "exotic familiar", "Odd accent", "Talks to trees even though he's not druid", if was very tolerable.

It was one of the things that had gotten be sold on BX/OSR. This guy woul have been fine BX (until he chimped out becuse it wasn't exactly PF); "Want a new character? ok roll up a level 1"', "You want to disarm the orc? Ok roll an attack, instead of doing damage you get his weapon, enjoy", "you've grappled the caster? Ok, cool but every caster is also a fighter adn you about to get shanked."
 
I had a PF grog who would build characters hyperfocused for the the situation they were in, and then as soon as that situation changed, would "get bored" and ask to roll a new one.
I never had that directly. I'm pretty generous with respecing and backup characters.

Generally, between sessions I allow a total respec. This has saved PCs when players got bored or realised a build didn't work how they wanted. Oddly enough, it was PF2 that was the worst for this. "I want to be a pirate that duel weilds" was surprisingly resistant to being made with any kind of effectiveness. It speaks volumes when the party rogue gets out DPS'd in melee by the fighter and even the druid. They were a good sport and kept with the concept it until the end of campaign, but they quit TTRPGs after.

For backup characters, I allow players to roll as many PCs as they like, but only one can play at a time. And in simple games like Knave, I allow multiple PCs to share a health bar and action pool.


The closest I had was a guy who quit a campaign 2 or 3 sessions in. I think they were an elf ranger, but they had a pet spider I remember that much. What was odd was he kept demanded rolls during downtime to see if his spider turned on him. When he failed one, he described how his pet spider webbed up his character during the night, and then he stopped playing. I never saw him again, but I suspect it was some kind of fetish thing.

It could be interesting if you wanted to run a short idea involving a road trip, like maybe something about fugitives. It would depend a lot on what system you're using and how much your players are interested in tracking that sort of thing.
I've wanted to run something like that for a while. Never got the chance. Basically a road trip through a post apocalypse with people scavenging for fuel and supplies. There was some Savage Worlds ruleset (I think it was Hell on Earth Reloaded) that I was going to use. Iirc it abstracts loot into a single "supplies" resource with tables on what they find and where. I even designed a point crawl with different encounters.

The plot was finding a cure for a plague, with the twist being that the "cure" turns out to be a person. The world was a mix of Mad Max and Half-Life 2.
 
Generally, between sessions I allow a total respec. This has saved PCs when players got bored or realised a build didn't work how they wanted. Oddly enough, it was PF2 that was the worst for this. "I want to be a pirate that duel weilds" was surprisingly resistant to being made with any kind of effectiveness. It speaks volumes when the party rogue gets out DPS'd in melee by the fighter and even the druid. They were a good sport and kept with the concept it until the end of campaign, but they quit TTRPGs after.
I always allow you to un-fuck your build, unless it's a game with random chargen. You didn't realize True Strike was a useless cantrip? No big deal, I won't punish you for a full year of play for that choice.
 
I always allow you to un-fuck your build, unless it's a game with random chargen. You didn't realize True Strike was a useless cantrip? No big deal, I won't punish you for a full year of play for that choice.
Yeah, zero issues with this and I've had players request it and I've let them just straight up do in in real time at the table... if they shouldn't know better. If you've been doing this long enough I ain't cutting you slack unless it's a straight up error otherwise I'm going to assume you were trying to get cute with some build you read about somewhere.
I've seen people get torn up emotionally because of what happened to the characters in the long term like characters who became somewhat iconic dying.

On the flip side I've seen people who change their characters basically once a month then they act shocked when there is a feeling of lack of investment because other players don't want to spend their time trying to build something with a character that will vanish on a whim. They also get passive aggressive because storytellers won't give their characters roles that require responsibility and long-term investment ect.
This is interesting. I've definitely noticed a bit of apathy when it comes to PCs and dying lately. I think part of it is on me with not being harsher on losing characters insofar as lingering penalties or something for the guy who comes back (just to add a bit of friction beyond having to make a new character sheet) but I think is just a natural game thing too where if they survive longer you get more attached to it versus having a new character you rolled up just get smashed badly or fail some devastating skill check and it's bye bye - who cares, hasta la vista.

Or maybe people just don't give a shit about my campaigns either! No, it's the players who are wrong.
 
I'm going to assume you were trying to get cute with some build you read about somewhere.
Can't tell you how many times I've seen someone with one of the cute builds they read about online that would have been better served by writing "Human Fighter - Champion" at the top of their sheet and just hitting things with their sword.
 
Can't tell you how many times I've seen someone with one of the cute builds they read about online that would have been better served by writing "Human Fighter - Champion" at the top of their sheet and just hitting things with their sword.
Champion Fighter is fucking great when you don't have some bitchmade EK with a booming blade cantrip talking shit about it in your ear.
 
I always allow you to un-fuck your build, unless it's a game with random chargen. You didn't realize True Strike was a useless cantrip? No big deal, I won't punish you for a full year of play for that choice.
For me it very much depends.

Assuming we aren't doing random gen or pre-builts, I'll allow respecs for a couple sessions. At some point you should have your shit figured out. I'll let new players respec longer than people who should know better.
Party dynamics factors in too; does the party need another healer? Are the wizard and sorceror just stepping on each other's toes?
I'm going to look much more kindly on rebuilds/respecs/replacements if it makes the game better for all players vs. "This Reddit powerbuild didn't tell me the the GM could just say 'No, that doesn't work' and now I'm gape-assed and sad"

But also there is a fair bit of respec built in to a lot of systems. 4e will let you swap one feat & one power per level up, so if someone just wants to make some swaps I might up that limit.
 
One of my old players now turned forever DM for his own group had mentioned wanting to actually play in some games (Im a part time player in his 3.5 group) But he had mentioned wanting to actually play and specifically brought up Ad&d.
Now I had ran 2e up until swapping to 3.5 in like 2003.
One setting I had never touched was Birthright. I've been skimming the material on the side for a few months even prior to him asking.
To be honest the setting out of the box seems kinda boring on the surface but there's also a lot of space to fill things out as needed. The forever DM player + another had delved into domain play at the near end of our original Becmi/Mystara run and enjoyed that aspect.
The only roadblock that I'm seeing would actually be the domain management aspect of it. But I'm thinking that could be something left for them to figure out between sessions if it even comes into play.
It's one of those things I've been sitting on the fence about for a while.
 
The only roadblock that I'm seeing would actually be the domain management aspect of it. But I'm thinking that could be something left for them to figure out between sessions if it even comes into play.
It's one of those things I've been sitting on the fence about for a while.
Do you like playing SimCity and/or Minecraft? If yes, you will probably like domain play. If no...
 
Do you like playing SimCity and/or Minecraft? If yes, you will probably like domain play. If no...
Even for Birthright, domain play can be (almost) as hands-on or hands-off as the players want it to be. Players can always choose to hire/appoint a manager/vizier to keep things running smoothly while they're killing dragons, plotting against each other, and occasionally getting their asses kicked by liches, and the GM can adjust how much interaction the domain will require to keep running smoothly.

But really, the most important part is getting players who are interested in the setting. Just like you don't bring Forgotten Realms players to Dark Sun, or Cyberpunk players to Castle Falkenstein, you have to match the players to the game.
 
Even for Birthright, domain play can be (almost) as hands-on or hands-off as the players want it to be. Players can always choose to hire/appoint a manager/vizier to keep things running smoothly while they're killing dragons, plotting against each other, and occasionally getting their asses kicked by liches, and the GM can adjust how much interaction the domain will require to keep running smoothly.
It also can lead to amusing scenarios where they have to take back their realm if the Vizier they hired was ambitious or against their alignment due to their neglect as well.
The only roadblock that I'm seeing would actually be the domain management aspect of it. But I'm thinking that could be something left for them to figure out between sessions if it even comes into play.
The main issue with domain play in my experience is it almost always is mostly just one or two players that really want and are willing to manage it for the others. It tends to result in some lopsided scenarios depending on how often it gets brought to the forefront. Eventually we cottoned on it worked better as a background management thing that we did with the DM in between sessions, or if not enough of us showed, a smaller session to get everyone on board.
 
The main issue with domain play in my experience is it almost always is mostly just one or two players that really want and are willing to manage it for the others. It tends to result in some lopsided scenarios depending on how often it gets brought to the forefront. Eventually we cottoned on it worked better as a background management thing that we did with the DM in between sessions, or if not enough of us showed, a smaller session to get everyone on board.
the couple times I touched on domain play, players generally got into the "Building a secret fort in the woods" aspect and trying to min-max their passive income, but weren't super interested in playing Game of Thrones - they were there to work as a barista, go to Gay Prom, and talk about their feelings stab orcs, solve puzzles, and get loot, not play Dungeon Keeper.

But mainly its been one-shots which don't deal with Domain play.

I'd like the next campaign to be.. I'm going to give the players a ruined keep/castle they will have the option to rebuild and fortify.
 
Do you like playing SimCity and/or Minecraft? If yes, you will probably like domain play. If no...
Sim City hell yeah but it's been awhile. I've never touched Minecraft and probably never will. I would just be there for the ride as the DM. Whatever they wanted to do I'd just be providing it. ALso 3 of the players involved all enjoy PC strategy wargames. Myself and one of them enjoyed the Brigandine series. I haven't brought it to the table as an option but have mentioned it in passing.
They're all very open to whatever. I've had experience GMing with a couple of them running BECMI/Mystara and 3.5 Dragonlance. They all have experience in several other games as well outside of D&D with not just me but also with my forever DM buddy.
just one or two players that really want and are willing to manage it for the others.
I could see at least one of them being interested in that. I've also considered just starting them out landless. I know one of the players for sure would get low key power hungry once he figures out he can go Highlander and take blood abilities. It'd start out like putting a pot of ice water on a stove. It'll take a while but once it starts rolling it'll boil over hard and cause all kinda of problems (aka fun in tabletop)
They're also suckers for the old taking down a big asshole government man type of adventures. They've pretty much done it all at my table specifically. Everything from dungeon crawls, naval stuff, city adventures plus cloak and dagger faction stuff. They all have a very broad range of experience.
I'd like the next campaign to be.. I'm going to give the players a ruined keep/castle they will have the option to rebuild and fortify.
Castle Caldwell or Horror on the Hill would be a good starting point for that sort of thing.

Granted all of this is just an idea I've had floating around in my head and I have the option of doing it. It'd be something different for everyone involved really. I personally didn't get to play or run the setting when it was a thing. It was a point in time when I had to up and move and lost my group then. Work plus school and life and stuff you know? The potential group has zero knowledge of the setting itself other than it exists.
 
I'd like the next campaign to be.. I'm going to give the players a ruined keep/castle they will have the option to rebuild and fortify.
I've played a campaign where this was introduced but didn't get utilised a lot because the DM didn't lean into it enough and we weren't chillin in the base or using it as much as would have made sense in this case. That said, the second you give PCs something to do with their money beyond just Buy Better Gear especially in the context of a tangible home base you can fix up and upgrade and staff etc. you can see the neurons and dopamine receptors firing in their brains. It's like candy for them, I swear to God.

You may also be instigating then biggest murder hobo shake downs you've ever seen because renos ain't cheap and Papa needs his tapestries.
 
Self-hating white cuckold on Reddit who doesn’t have a history of reviewing RPGs decrying RPGs as bad because of racism and racism alone. FYI, F.A.T.A.L honestly works as a campaign setting as long as you use a non-broken rule system. I played a F.A.T.A.L campaign using Dungeon Crawl Classics rules. DDC main setting is very much like F.A.T.A.L tone wise but without Rape roll chart. They both share the same goofy edgy tone.
 
https://youtube.com/watch?v=CVczcKmIl2wSelf-hating white cuckold on Reddit who doesn’t have a history of reviewing RPGs decrying RPGs as bad because of racism and racism alone. FYI, F.A.T.A.L honestly works as a campaign setting as long as you use a non-broken rule system. I played a F.A.T.A.L campaign using Dungeon Crawl Classics rules. DDC main setting is very much like F.A.T.A.L tone wise but without Rape roll chart. They both share the same goofy edgy tone.
RaHoWa has basic mechanical problems whether you care about racism or not. The Athlete class having infinity hit points, for example.
 
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