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Joined 1 year ago
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Cake day: July 21st, 2023

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  • What you described is barely a timer system, reset on combat end doesn't really ever matter to a game. I'm addressing longer time frame resource drain benefiting the game by creating risk and promoting choice. There isn't really a point if arrows aren't lost and broken.



  • In video game design there is the MDA framework. Where mechanics (rules) create dynamics (gameplay flow) that express aesthetics (genre and emotional expression). Thus in d&d the rules change the actions players take and these actions determine the tone and feel of the game. This is why Silvery Barbs is miserable, the dynamic it creates diminishes the roleplaying aesthetic by breaking suspension of disbelief.

    When looking at 5e the fact most players don't just homebrew a few rules, but gut large mechanics (light, encumbrance, gold, travel) of the game. This has completed removed WotC's control of D&D's dynamics. This breaks the aesthetics of the system. 5e in it's current state is not a heroic fantasy game, but everyone thinks it is. Which is why so many tables fail and new DMs burn out.



  • There is a wide range in how RPGs can be played. For TSR era D&D there it has a lot of in built mechanical flexibility. White Wolf games like WoD or Exalted adds a layer of dramatic flexibility at the expense of in-built heroics, which works well for a dark modern setting.

    I really like a lot of games for different reasons. WW games, particularly Wraith, are some of the more interesting to run. Due to the higher reliance on player creativity and inter-character interactions. I really enjoy Wraith's shadow system for creating interactions between players for character flaws.

    Paranoia is perhaps one of the most interesting GM experiences because it encourages so many deviations from standard gamemastering; railroading, PvP, splitting the party, killing PCs, ... . Still it works so well.





  • 5e isn't just needlessly complex, it is an unreferencable mess that has very poor general rules with lots of exceptions and poor standardization. The rules for traveling are so misplaced that most players don't know they exist, not that it's possible to find them when needed. And when there are general rules, they tend to be unfun. Stuff like crafting has no depth in 5e, it's just time + gold = item. It might "work", but it's just bookkeeping there is no hidden fun.

    For fantasy, I prefer Hackmaster 5e, because it keeps the complexity and detail without dumping special case rules onto players. It's not perfect, but it's way more engaging and characters feel way more interesting. WFRP 4e is also nice, but not as deep (it does suffer from rules being scattered everywhere). I'll likely end up playing OSE ot some point.


  • It looks incredibly basic and difficult to incorporate into prep or play. It seems to be for people without experience.

    Berin Kinsman has a nice set of books on gamemastering. He does have a bit of a minimalist writing style. The books have some good advice that isn't commonly discussed.

    Robin Law's gamemastering book is a pretty good starting point.

    The Alexandian is also good, but I have some style disagreements with him.

    The old WEG starwars guide is very good for the basics.

    Cthulhu d20 has a pretty good section on presenting a more thrilling game and horror.

    Overall there is not a whole lot of great advice in the hobby. Most of it is the same bland or unactionable advice.



  • Mega-dungeons are great. I'm running one now and I basically have zero prep, I made the dungeon and just see where they go. They go in the dungeon and explore, get into some trouble and grab some loot. It's honestly so nice to have them dungeon crawling. My last game I was juggling plot lines across 5 cities and making custom content constantly in prep. I was burning out between 5e and building content every week.

    5e Undermountain is a very poor megadungeon.