Author Topic: OOC Chatter  (Read 12878 times)

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dna1

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Re: OOC Chatter
« Reply #80 on: September 30, 2011, 01:56:07 AM »
K the storys updated.
So Im trying to figure out a good program for making DnD maps and such, I downloaded one and its pretty complicated lol... Thinking about trying to make my own in photoshop but that seems like a pain in the ass as well haha.

I would really like to get a battle map ready once the entire party is in combat. Have it set out like a chess board with rows and stuff, put little avatars for your PC's in there and stuff. If I can find something thats not to complicated and rediculously time consuming I will start doing this, otherwise... ehh  :D
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PhaedrusXY

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Re: OOC Chatter
« Reply #81 on: September 30, 2011, 02:04:58 AM »
I usually steal something from [ur=http://www.angelfire.com/rpg2/dungeonsunlimited/l]here[/url], copy and paste repeatedly the parts I like on top of the parts I don't like to kind of "customize" it, and then just put letters to represent the characters. I do all of this in MSpaint, because I'm almost always using my office laptop, and that's all it has.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

bearofsmiting

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Re: OOC Chatter
« Reply #82 on: September 30, 2011, 03:15:37 PM »
Hey guys,
I'm going to be DMing for basically my first time with some friends down here. It would be really nice to get some helpful tips or advice, especially from Zane and Tyson. Just want to make sure I don't make any major mistakes. For one, like how fully do you guys conceive of the overarching plot? Do you leave a lot of it loose because character's constantly change it?
Life should NOT be a journey to the grave with the intention of arriving safely in an attractive and well preserved body, but rather to skid in sideways, chocolate in one hand, martini in the other, body thoroughly used up, totally worn out and screaming WOO HOO what a ride!

PhaedrusXY

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Re: OOC Chatter
« Reply #83 on: September 30, 2011, 03:58:37 PM »
Hey guys,
I'm going to be DMing for basically my first time with some friends down here. It would be really nice to get some helpful tips or advice, especially from Zane and Tyson. Just want to make sure I don't make any major mistakes. For one, like how fully do you guys conceive of the overarching plot? Do you leave a lot of it loose because character's constantly change it?
I'm not Zane or Tyson, but...

What I usually do is come up with ideas for what's basically going to be going on in the world (whether that's at a small scale or cosmically kind of depends on what level the PCs are at, and what level I think they'll play to. Near term plans take precedence over longer-term ones).

So let's say the game is fairly low level, and so I don't have to worry much about them plane-hopping out of my plot hooks, or whatever. Then I'll decide that Warlord X is going to invade City-State Y, and at the same time Bandit Z is going to be raiding on Road 1. I'll then let the PCs know about these things somehow (they see a job posting for caravan guards to defend against Bandit Z), and let them go after whatever they want. I'll have encounters made up before hand for these things, and maybe a few other "random" encounters to use, just in case they do something totally different.

What the PCs do can affect how things unfold, but if the PCs don't intervene, I'll have a timeline for how Warlord X's invasion goes without them, and so on. I'll also have general ideas for several NPCs, if not outright stat blocks. I usually have a bunch of characters from older games (made as PCs or NPCs, it doesn't matter much) that I can use in a pinch, also. So in this way, I can avoid railroading, while at the same time not have to come up with everything totally on the fly.

As the game evolves, I'll kind of generate new directions based on how it has went, etc. So if the PCs have a big fight with Bandit Z, and he escapes, and now they hate him and he hates them, then he'll be plotting their deaths and they'll probably be trying to track him down.

Don't underestimate the ingenuity and stubbornness of the PCs. This leads to my next two points:

1) I don't worry too hard about having a specific solution for every problem I throw at the PCs, because I can never think of every contingency. I just come up with a problem, which I am reasonably sure isn't certain death, and let them work out how to address it. I usually have at least one way that I know of that they can solve the problem, but I try not to be dogmatic about forcing them to use that solution. If they come up with another way that I didn't think of, I just roll with it, even if I have to rearrange my plans a bit.

2) Don't introduce anything to them that you are not ready for them to at least know of. That may sound self-explanatory, but there was just recently a DM horror story posted on here about how the PCs had uncovered the "great secrets" of what was supposed to be the end of the campaign in like adventure 1, all because the DM decided to have the end BBEG scrying on them, and they detected it, and then did a bunch of stuff to figure out what was going on, for example.

And don't throw any NPCs in front of them if you're not ready for those NPCs to be killed immediately. :P If you'd rather them survive, then give them in-game ways to do so using the rules, that are level-appropriate. Players hate nothing more than the DM's pet NPCs that always escape in some ridiculous manner that would never be allowed if the PCs tried it (and for good reason). But even then, if the PCs get a lucky crit, or the NPC fails a crucial save, just let them die, and deal with the plot consequences (which you should have already planned for, at least a bit).
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

dna1

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Re: OOC Chatter
« Reply #84 on: September 30, 2011, 10:09:57 PM »
Im Tyson  :D

So the main things are to keep it fun, and to keep the story moving. When I plan for a game theres sort of a checklist I have before I feel I am ready to start DMing a adventure. I always start with the campaign idea. Like the general direction of the game. For instance the last game we played the theme was Spy vs Spy. From there I thought of some NPC's and fleshed out some minor land details.
The main thing when planning for a game is not overplanning. Dont get bogged down with to many details. You can get lost for days with little tiny things that will most likely never be used. Seriously you dont need every detail. Trust me on this one. I have a friend whos a incredible DM but it takes him like a year to plan a game, and almost 80% of his planning isnt even used.
Every session I make a outline for what I want accomplished in the story, and what the players need to have done. I try to generate all the encounters I plan to use in a session before hand. I dont want anything that doesnt make sense, or might be over powered, so I tend to stat up about 4-6 encounters then just insert them as needed.
Lemme actually copy/paste in some of my old campaign notes for that Ravenloft Spy vs Spy game so you can see what Im talking about.
[spoiler]
Kobold hunting party
start dropping hints about head of vecna. Place Ear of Vecna.
Spying on movements and size of the army.
kill all important enemy commanders, champions, monsters
destroy the human coalition






part 1. intro/the temple city
 *traps
 *troops
 *detection

part 2. ruins
 *traps
 *golems
 *messengers
 *war council
 *Brief fight with Snorri

part 3. 'reaver lord'
 *Fight Desmond and Snorri
 *Kill all important members
 *Find Ear, on Snorri along with Info on HEAD of Vecna.
 *Battle plans on  Desmond. Poison Kobold Water Supply, South Point severely crippled by poison.

part 4. enemy at the gates
 *Human CS Advancing into FoM territory.

part 5. the climax
 *Awakening Terrasque
 *Destroying Human CS [/spoiler]
Those are notes from my 3rd session. I have notes from all of them and they are very similar, I usually keep another word file with all my monster stats and treasure I plan to drop.
You may or may not remember, this was when you were trackin that ragemage through the forest after he stole stuff from the tower. This was resuming after session 2 when Matt summoned all those wolves to kill will. He tried to play it off on the kobold druid you guys were fighting.

I try to have a good idea of what needs to be done, and what I want accomplished. But I tend to 'wing it' on alot of the smaller details. Like NPC convos and what not.
Anyways hope this is helpfull.  :D


« Last Edit: September 30, 2011, 10:13:09 PM by dna1 »
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einherjar

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Re: OOC Chatter
« Reply #85 on: October 01, 2011, 01:39:42 AM »
A good story needs good characters. Since the protagonists will be provided by the players (who may or may not be complete idiots *cough* Will *cough* :D ) it's vital that you portray memorable villains who are satisfying to defeat. Don't be afraid to make them really monstrous either, in any way; unspeakable deeds, deranged philosophies, horrific worldviews, and terrifying powers all just add to the satisfaction that your players feel when they finally get to beat them down. Alternately, you could try to show a more human side to your villains to give them a "there but for the grace of God go I" feel, but that is easy to screw up and if you have any kick in the door style players there's a good chance that they won't appreciate it anyway. On the other hand, you might get some bleeding heart dipstick who wants to save them, and then you get to watch your PCs try to redeem the bad guy, who may or may not stab them in the back for their troubles. :fu And this doesn't just apply to the arch nemesis either, it's good to have the minibosses and henchmen be fully developed characters as well. The same thing applies to NPCs, make them feel like people, not just mindless drones who buy and sell stuff or have their children carried off by goblins. This takes some work, but it can help when - when, not if - your layers come up with something unexpected. If you have a good idea of who your characters are as people - or monsters :devil - then you will be better able to improvise when you have to make something up on the fly in response to some insane and unexpected act of brilliance and/or stupidity on behalf of your PCs.  :twitch
« Last Edit: October 01, 2011, 01:41:54 AM by einherjar »
Till we meet again in Valhalla...

dna1

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Re: OOC Chatter
« Reply #86 on: October 04, 2011, 02:17:37 AM »
Well our resident 'guys who hold up the game' are not dissapointing us today huh  :shakefist  ;)

I hope David and Josh reply soon.. I guess I will go ahead and move the combat on and just NPC them for now until they post.


Phae, Brenton, Jordan, and Zane, Im going to give you all 2,000 bonus xp for taking the time to check this more than bi-weekly  :D
Josh and David I still love you guys  :love  :lol but cmon!!
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CrazyBS

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Re: OOC Chatter
« Reply #87 on: October 04, 2011, 03:27:32 AM »
, Im going to give you all 2,000 bonus xp for taking the time to check this more than bi-weekly  :D

WOOT!

Calchexxis

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Re: OOC Chatter
« Reply #88 on: October 07, 2011, 06:26:19 PM »
Galron growls and snarls through gritted teeth "You're gonna regret grabbin' me, fool." and then tears into the golem with teeth and claws.

Here we have Galron channeling Steven Seagal by way of Mr. T
« Last Edit: October 07, 2011, 06:29:55 PM by Calchexxis »
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II

Calchexxis

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Re: OOC Chatter
« Reply #89 on: October 07, 2011, 06:28:25 PM »
Im Tyson  :D

So the main things are to keep it fun, and to keep the story moving. When I plan for a game theres sort of a checklist I have before I feel I am ready to start DMing a adventure. I always start with the campaign idea. Like the general direction of the game. For instance the last game we played the theme was Spy vs Spy. From there I thought of some NPC's and fleshed out some minor land details.
The main thing when planning for a game is not overplanning. Dont get bogged down with to many details. You can get lost for days with little tiny things that will most likely never be used. Seriously you dont need every detail. Trust me on this one. I have a friend whos a incredible DM but it takes him like a year to plan a game, and almost 80% of his planning isnt even used.
Every session I make a outline for what I want accomplished in the story, and what the players need to have done. I try to generate all the encounters I plan to use in a session before hand. I dont want anything that doesnt make sense, or might be over powered, so I tend to stat up about 4-6 encounters then just insert them as needed.
Lemme actually copy/paste in some of my old campaign notes for that Ravenloft Spy vs Spy game so you can see what Im talking about.
[spoiler]
Kobold hunting party
start dropping hints about head of vecna. Place Ear of Vecna.
Spying on movements and size of the army.
kill all important enemy commanders, champions, monsters
destroy the human coalition






part 1. intro/the temple city
 *traps
 *troops
 *detection

part 2. ruins
 *traps
 *golems
 *messengers
 *war council
 *Brief fight with Snorri

part 3. 'reaver lord'
 *Fight Desmond and Snorri
 *Kill all important members
 *Find Ear, on Snorri along with Info on HEAD of Vecna.
 *Battle plans on  Desmond. Poison Kobold Water Supply, South Point severely crippled by poison.

part 4. enemy at the gates
 *Human CS Advancing into FoM territory.

part 5. the climax
 *Awakening Terrasque
 *Destroying Human CS [/spoiler]
Those are notes from my 3rd session. I have notes from all of them and they are very similar, I usually keep another word file with all my monster stats and treasure I plan to drop.
You may or may not remember, this was when you were trackin that ragemage through the forest after he stole stuff from the tower. This was resuming after session 2 when Matt summoned all those wolves to kill will. He tried to play it off on the kobold druid you guys were fighting.

I try to have a good idea of what needs to be done, and what I want accomplished. But I tend to 'wing it' on alot of the smaller details. Like NPC convos and what not.
Anyways hope this is helpfull.  :D

Didn't you have someone try to cut off their own head and graft the Head of Vecna onto their neck?
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II

Calchexxis

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Re: OOC Chatter
« Reply #90 on: October 07, 2011, 06:40:24 PM »
I do agree with Zane and Tyson, I'm Zane's long-time DM and I can attest to the fact that the players WILL eventually come up with some round-about ass-backwards way of approaching the problem you presented them with in a way that simply is not counted on. Sometimes it's a clever plan. Sometimes it's a stupid plan that works against all odd (I'm looking at you Zane). Sometimes it's just that your player cast a Slay Living spell and your big main bad guy rolled a nat 1 on his saving throw. Tyson has a very valid point, don't over plan, because I can guarantee that your characters will come up with something odd.

Other than that the best way to prepare a campaign is the build a villain, not necessarily in terms of stats but know what he/she is about, what their goals and motivations are, it will set up a much more stable framework for creating reasonable and meaningful encounters. Any DM can have a Lich summon a horde of zombies to throw against their players. OR you can design a psychotic pyromaniacal Lich that raises flaming skeletons and flammable bomb-zombies. Both only require small tweaks, give the skeletons a small fire damage aura (1 to 1d4 damage per round the player is in melee with it), and the zombies and on-death explosive effect. you can take it farther too obviously but the creative nature of a good villain will innately produce good encounters that will be memorable and satisfying.
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II

einherjar

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Re: OOC Chatter
« Reply #91 on: October 07, 2011, 06:54:08 PM »
Why are you looking at me? Whenever I have a plan, I always freely admit, "This is either a really good idea or a really bad idea - let's find out which!" :D
Till we meet again in Valhalla...

dna1

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Re: OOC Chatter
« Reply #92 on: October 08, 2011, 12:12:38 AM »
Im Tyson  :D

So the main things are to keep it fun, and to keep the story moving. When I plan for a game theres sort of a checklist I have before I feel I am ready to start DMing a adventure. I always start with the campaign idea. Like the general direction of the game. For instance the last game we played the theme was Spy vs Spy. From there I thought of some NPC's and fleshed out some minor land details.
The main thing when planning for a game is not overplanning. Dont get bogged down with to many details. You can get lost for days with little tiny things that will most likely never be used. Seriously you dont need every detail. Trust me on this one. I have a friend whos a incredible DM but it takes him like a year to plan a game, and almost 80% of his planning isnt even used.
Every session I make a outline for what I want accomplished in the story, and what the players need to have done. I try to generate all the encounters I plan to use in a session before hand. I dont want anything that doesnt make sense, or might be over powered, so I tend to stat up about 4-6 encounters then just insert them as needed.
Lemme actually copy/paste in some of my old campaign notes for that Ravenloft Spy vs Spy game so you can see what Im talking about.
[spoiler]
Kobold hunting party
start dropping hints about head of vecna. Place Ear of Vecna.
Spying on movements and size of the army.
kill all important enemy commanders, champions, monsters
destroy the human coalition






part 1. intro/the temple city
 *traps
 *troops
 *detection

part 2. ruins
 *traps
 *golems
 *messengers
 *war council
 *Brief fight with Snorri

part 3. 'reaver lord'
 *Fight Desmond and Snorri
 *Kill all important members
 *Find Ear, on Snorri along with Info on HEAD of Vecna.
 *Battle plans on  Desmond. Poison Kobold Water Supply, South Point severely crippled by poison.

part 4. enemy at the gates
 *Human CS Advancing into FoM territory.

part 5. the climax
 *Awakening Terrasque
 *Destroying Human CS [/spoiler]
Those are notes from my 3rd session. I have notes from all of them and they are very similar, I usually keep another word file with all my monster stats and treasure I plan to drop.
You may or may not remember, this was when you were trackin that ragemage through the forest after he stole stuff from the tower. This was resuming after session 2 when Matt summoned all those wolves to kill will. He tried to play it off on the kobold druid you guys were fighting.

I try to have a good idea of what needs to be done, and what I want accomplished. But I tend to 'wing it' on alot of the smaller details. Like NPC convos and what not.
Anyways hope this is helpfull.  :D

Didn't you have someone try to cut off their own head and graft the Head of Vecna onto their neck?

Yes after much debating William paid Evan to cut his head off and replace it with the Head of Vecna. Lol he was afraid they would kill him and keep his stuff and the head for them selves, poor bastard didnt realise the head was fake til he was already dead lolol  :lol
Slappin ho's like E-Honda

bearofsmiting

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Re: OOC Chatter
« Reply #93 on: October 10, 2011, 01:44:11 AM »
Hey guys, I have a favor to ask you.

As I'm playing the most central support character of our group, it's important for me to keep track of everyone's condition and health. As all of the threads are quite crowded, it's easiest for me if you guys post current health in your myth-weavers character sheets. You don't have to change that obviously, but you'll more likely be healed that way. Also, if you need particular help from my character, don't just assume I'll notice. Make sure you tell my character what you need.
Life should NOT be a journey to the grave with the intention of arriving safely in an attractive and well preserved body, but rather to skid in sideways, chocolate in one hand, martini in the other, body thoroughly used up, totally worn out and screaming WOO HOO what a ride!

bearofsmiting

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Re: OOC Chatter
« Reply #94 on: October 10, 2011, 01:48:19 AM »
Hey Tyson,
what was that website you used to calculate experience?
Life should NOT be a journey to the grave with the intention of arriving safely in an attractive and well preserved body, but rather to skid in sideways, chocolate in one hand, martini in the other, body thoroughly used up, totally worn out and screaming WOO HOO what a ride!

dna1

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Re: OOC Chatter
« Reply #95 on: October 10, 2011, 04:13:30 AM »
Hey Tyson,
what was that website you used to calculate experience?

i lost my bookmarks il have to find it and send it to you again.


Rules Lawyers question: does grappling someone affect your AC anyway?
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CrazyBS

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Re: OOC Chatter
« Reply #96 on: October 10, 2011, 06:38:30 AM »
Hey Tyson,
what was that website you used to calculate experience?

i lost my bookmarks il have to find it and send it to you again.


Rules Lawyers question: does grappling someone affect your AC anyway?

From: http://www.dandwiki.com/wiki/SRD:Grapple
No Threatened Squares
No Dexterity Bonus


No Movement

CrazyBS

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Re: OOC Chatter
« Reply #97 on: October 10, 2011, 04:56:15 PM »
So as for DM style.  I, for the most part, hate work.  Making lots of NPC characters is a lot of work for me.  Drawing up maps is fun and I usually start there.   I create my world and flush out who and what is where and then the story begins to evolve from there.  I've read alot of Wheel of Time and I like the idea of "threads" in the pattern.  So once I've created the world and have alot of kingdoms and people to work with, I start coming up with "plot" lines and motivations for key people and random "side plots" and try to line up the timing so as much is going on as possible, then throw the players into a portion of it that will let them "discover" the different things going on.  I love chaos and throwing my characters into as much of it as possible amuses me, because there is always something for them to do.  I've never ran a high level adventure that spans several months, let alone years, but I really loved the bits I did.  I like browsing through tons of fantasy art and finding ways to incorporate good ideas into the campaign to make it interesting.  I can't stand a flat world that go from one town to the other, there has to be some crazy mixed into the world and underground and above ground is plenty of space to create fantasy settings.  Well that good for now, hope it helps!

CrazyBS

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Re: OOC Chatter
« Reply #98 on: October 12, 2011, 02:36:38 AM »
Felisia walks up to Brett, and she places her hand on his forearm, whispering to him "Don't worry. I also abhor cruelty, but that doesn't mean we can't intimidate information out of him before he dies." Walking over to the half-glass-golem, Felisia descends onto her knees and looks at him. "I don't know if you saw me when I came in here, but I had a face that would make a troll cry. That's what I look like when I'm angry. Believe me when I say my companion with his blood-lust and I with my magic can give you memories you won't even forget in the afterlife. Now, if you want your death to be swift, speak likewise. [(intimidate (1d20=2) + 22 = 24 (26 if someone successfully aids me)]"

[Initiative for when we proceed down next tunnel: initiative (1d20=11) + 1 = 12]

Now that was a bad roll.  At least they weren't in combat!

dna1

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Re: OOC Chatter
« Reply #99 on: October 12, 2011, 02:42:15 AM »
at first i thought he had a +2, i was like wtf thats a good roll not a bad one. then i saw the truth, lol. anyways what do i roll again to vs intimidate? i can roll his intimidate skill? its fairly high, otherwise its what?
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