I stream on https://twitch.tv/imperorthefirst and run https://www.youtube.com/@Imperor dedicated to longform gameplay of grand strategy, 4X and TTRPG games. My main goal is helping people get into more complex games!

Check out the website: https://impheim.com/

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Joined 2 years ago
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Cake day: June 20th, 2023

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  • Imperor@lemmy.worldtoich_iel@feddit.orgich🛣iel
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    5 months ago

    If you stop and think about it, it is kind of crazy that there is one country on earth with no speed limit stretches. As German drivers, we learn driving on a different level just due to that reason alone. It’s pretty neat.









  • You said in another comment that you enjoy DMing a game that has unpredictable results for the DM as well. A lot of good advice has already been given, but might I suggest giving your players more agency that you’d most likely see falling into the realm of the DM usually, so they create unexpected events for you as well?

    Say you have the character of your friend destroy said Annis Hag, but blast! she had a curse prepared to fall upon anyone who would dare defy her to the point of death. Now instead of throwing your idea of a punishing burden on the player, you could instead go: “You can feel an evil magic engulfing your very being. It muddles your senses and try as you might, you are incapable of escaping its grasp. As it burns itself into your very bones and soul, you feel one of your abilities weaken. Which ability is affected?”

    That way the player retains agency, can pick the least punishing option (in their opinion), have consequences but it doesn’t feel like they just got punished for doing well or making a choice just as much as you simply deciding “That’s how it is now. Enjoy!”. Could also add an element of chance and put it down to a roll of the dice, but that might again feel too arbitrarily punishing to that character.

    The curse then mightn’t just have that main effect, mind you. But at least the worst one is more down to what the character feels and fears rather than what the DM wants to dish out. It will also give you something to ponder and think about in how to work with whatever the player chose or came up with. You could let them describe how the curse alters their appearance, do they suddenly have a mark on their skin? If so where, what size, shape and color? Now you have a PC with an odd mark of their own imagination and you can build on that. Or the player might come up with horns sprouting from their head, etc. Using this, you can have NPCs react to these changes and really play into them.

    Player Agency might help alleviate the feeling of it being a punishing campaign, by giving them some room to breathe in all the pressure and stress.







  • Heya!

    You seem well prepared!

    Something that is talked about a lot but rarely accompanied by practical advice on how to is the very crucial point of remembering:

    The story you are co-creating as a DM is the story of the characters.

    Want to lore dump? Tie it to one or more of your characters backgrounds. Maybe they are from the bloodline of that ancient king you want them to know about.

    Not sure how to fill in the details like what does the place smell like? Ask a player “You smell something odd, describe the smell”

    I am currently in the process of making some guide like posts and videos on certain topics aimed at both players and videos. Some are meant to be shared with players that are new, like the basics of tactical combat to help reduce your workload, especially with new players.

    Don’t try and do everything great all at once.

    You will be just fine!