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[-] dwemthy@lemdro.id 36 points 5 days ago

Your group of five was falling for 30 minutes because they couldn't get through initiative

My group of five was falling for 30 minutes because they kept trying to rush up a greased ladder

[-] Archpawn@lemmy.world 13 points 5 days ago

We are not the same.

[-] Madison420@lemmy.world 6 points 4 days ago

Jokes on you my character was a former sex worker, a greasy series of poles isn't an obstacle at that point.

[-] Blazingtransfem98@discuss.online 21 points 5 days ago* (last edited 5 days ago)

I used to have a group I'd play DnD with, it was fun. We don't talk anymore though because they are right-wing assholes and would never accept me as a trans girl, since they openly made fun of transgender people. There was an NPC character in one of our campaigns which was a "man dressed as a woman" who would always get mocked for it.

[-] Duamerthrax@lemmy.world 17 points 5 days ago

It's absolutely mental to create a character to just act as a punching bag for your beliefs. Even if the roles were reversed, I doubt I'd enjoy playing with people like that.

[-] Archpawn@lemmy.world 9 points 5 days ago

I think the problem is that it's something not actually bad. Making a BBEG that's just a punching bag for your believe that murder is wrong is perfectly okay.

[-] Duamerthrax@lemmy.world 7 points 5 days ago* (last edited 5 days ago)

Having the BBEG be a bigot and having their bigotry be integrated into the plot is fine. I'm talking about having an irrelevant NPC just exist as the butt of jokes for the players. I feel like I would just get tired of hearing those interactions repeated for hours.

Wasn't even a BBEG, was just a random NPC in the party that party members would make fun of for being "a man pretending to be a woman". The character remained in the party through the whole campaign and only served the purpose of being the butt of transphobic humor. I don't even think they had good stats or abilities.

[-] DragonTypeWyvern@midwest.social 2 points 5 days ago

Everyone thinks their takes are right or they wouldn't have them

It always felt uncomfortable when they'd do it. I felt unsafe when they would do it. I bet if they saw me now they'd make those same jokes about me directly. Probably also mock me for pronouns. They weren't good people, I don't know why I hung out with them as much as I did. I guess I just wanted to feel like I fit in with others. Well I'm glad I never came out to them even when I found out, that would've been really bad for me, instead we just quietly went our separate ways.

Huh. You'd think right wing assholes would love just staying in the real world where all of their hard work and fiscal responsibility delivered them lives us broke libtards could only dream of.

Also, half of them rolled druids so we all have to wait for all of their pets to have a turn too.

[-] lightnsfw@reddthat.com 25 points 6 days ago* (last edited 6 days ago)

The group I play with is only 5 people but 3 of them are 11 so.... yea

[-] Kichae@lemmy.ca 15 points 5 days ago

I feel this. My group is 3 players, and 2 are 11. There may as well be 30 of them

Literally our last session

[-] Ziglin@lemmy.world 11 points 5 days ago

5 (including the DM) are sufficient. Sometimes even 4.

It can be used to fix some plot holes created by too much improvisation too though.

[-] Klajan@lemmy.zip 6 points 5 days ago

I have one group I play in where there are 7-10 Players. It's pure chaos, though since we play very infrequently and a lot of the players don't take the game too seriously it somehow works out.

Still would not recommend unless you like roleplaying with your fellow players until you get to your turn of GM attention.

[-] Maggoty@lemmy.world 4 points 5 days ago

We had 8 people in our last game. It really wasn't something I'd advise.

[-] HeyThisIsntTheYMCA@lemmy.world 3 points 5 days ago

8 at my last game (7 players + a very inexperienced dm). I will limit myself to a table of 5 players at most in the future. It was horrible.

[-] Maggoty@lemmy.world 5 points 5 days ago

I think you could do 8 if everyone is experienced and it's a combat only module. Everyone pre rolls, announces their turn, and quickly moves their mini. Even one person not being experienced in their role screws it all up.

[-] xorollo@leminal.space 4 points 5 days ago
[-] timgrant@ttrpg.network 2 points 4 days ago

There was a fair deal of "rules of order" style rules in early D&D.

Ever hear of a "caller"? That was the special player in early D&D rules who got the privilege of telling the DM what the party would do. It did kind of help with big groups, actually.

Better that than being stuck as the "mapper."

[-] xorollo@leminal.space 1 points 4 days ago

Cool. I'm mostly ignorant to D&D other than listening to podcasts. Why is a mapper bad? Maps are super cool, imo.

[-] timgrant@ttrpg.network 2 points 3 days ago

Mappers had to look listen to the description of the DM and try to draw a "good enough" map. Very easy to get things mixed up or one square off, and have to erase and redraw. "A doorway to the left" can be confusing when you're are heading south and it on the right of your map. Or maybe the DM means the left of the map?

Bear in mind, there was often treasure hidden in secret rooms, so knowing where the unexplored space was could be pretty important.

Once in a blue moon there was a player who got a thrill from that, but most folks hated the hassle.

[-] xorollo@leminal.space 1 points 3 days ago

This would be my thing.

this post was submitted on 10 Oct 2024
587 points (100.0% liked)

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