[-] Nother@lemmy.world 3 points 1 year ago

100% yes. I believe my players have a much better time when they "find the plot." There are narrative lines to pull, but the key is to allow the players to find these lines in what they believe to be important. I can create as many characters and plot devices as I like, but many times, the players' actions will necessitate a whole new character or route.

This happened in a recent session. I had a location with named NPCs who could help the party escape from a city where they were wanted. Even after all the info on these characters and coming so close (literally one room away), the players decided they wanted to find someone else. Now Patrick Seaworth, an arm-wrestling legend, exists in the world.

[-] Nother@lemmy.world 4 points 1 year ago

That's a good take. I agree that consequences shouldn't happen to spite the players. They made their decisions and had the enjoyment they sought, and as DMs, we're only here to facilitate that.

I think consequences are there to add a sense of scope. It's not a "you didn't do this, so here's your punishment." It's "let's take a look at how your active choices affected the world and figure out how to play in that space together." Maybe 'consequence' wasn't the best word for this discussion.

Let me put this to you -- has there been an instance where you revisited an area or plotline that the players diverted from? If so, how did you do it?

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submitted 1 year ago* (last edited 1 year ago) by Nother@lemmy.world to c/dnd@lemmy.world

The Background

I run a game that focuses on narrative and roleplay. Often, my players will create their own McGuffin that I will then shift into a primary plot device. This usually takes the party away from some primary plot points and drives the story in a different direction. I feel this all works pretty well because it always allows the players to feel as if they’ve made an important discovery and that they’re driving the story, not me. The downside? This leaves some unresolved threads.

Recently, my players have been asking about those threads and what happened because we didn’t resolve them. I explain that not taking care of them has had consequences that they haven’t been around to see. Essentially, the world continues without them. However, we’ve reached a point in the story (homebrewed) where these threads matter. So we’re going back to see the consequences of unfinished business.

The Discussion

I’d like to see your take on unfinished business and how you represent consequences in the world. Do you allow the story to just move on to the BBEG, or do you make the players feel like their choices matter beyond the immediate session? How do you do either, neither, or something else entirely?

[-] Nother@lemmy.world 2 points 1 year ago

I love making combat difficult for myself, so I use theater of the mind... for everything. I don't use any physical or digital tools either in-person or online.

I've run and played in games that use virtual tabletops (roll20, tabletop sim, foundry), and they all seem to work very well. However, I tend to focus mostly on the narrative and roleplay, so it feels good to do everything via imagination. It works out nicely, because I get to pay more attention to my player's faces and react accordingly. We also made our recent campaign into a podcast, so doing everything verbally helps us create a more cohesive narrative for listeners.

BUT I think theater of the mind works to my strengths as a DM, and it certainly isn't for everyone. I know I'm in a very minuscule minority, but you're welcome to join me at the theater table.

[-] Nother@lemmy.world 2 points 1 year ago

Excellent! I'll be listening on the way home from work!

[-] Nother@lemmy.world 5 points 1 year ago

I think it's always best to look at the modules as guidelines, especially anything from Wizards. Like others have said, the writers can never account for your players.

When it comes to making stuff up on the spot, I have two suggests that might help:

  1. Give yourself a moment to think. Taking a minute to formulate will never ruin anyone's immersion. I do a podcast, and we edit out the space I give myself to come up with a satisfying answer. Even the professionals take a beat.
  2. Take notes. You'll never know enough about your NPCs, and you'll always forget some detail you've given them. If you take a note, you can come back to the thing you made up and build on it in the future. That way, the line blurs between what you know (what the module tells you) and what you make up.

Extra advice: Remember that you stepped up to facilitate. That means your players already appreciate the work you're putting in (or at least they should).

Keep it up!

18
submitted 1 year ago by Nother@lemmy.world to c/dnd@lemmy.world

We've been making the Nother Realm podcast for one whole year, so I decided to write my thoughts up for anyone looking to go on a similar adventure.

[-] Nother@lemmy.world 2 points 1 year ago

Most of them have this as a base: portrait, white background, fantasy art, dishonored style --ar 2:3 --v 5.1

Two of them (Baeth and Father Del) use this as a base: portrait, white background, medieval, fantasy art, Donato Giancola, craig mullins, parth, masterful strokes --ar 2:3 --v 5.1

Beyond that, I tend to use basic descriptions and generate until something clicks. With two of those, I had to use actors because my prompts didn't return anything I liked. For instance, the nobleman at the bottom, Caundry Aborlein, uses William Powell as a descriptor. I had to Photoshop the mustache on him, however. Here's his prompt: nobleman, curly shoulder length brown hair, William Powell, arrogant expression, large nose, fat face, fancy clothes, portrait, white background, fantasy art, dishonored style --v 5.1

[-] Nother@lemmy.world 5 points 1 year ago

Thanks for asking! I used Inkarnate for this one. I've used Wonderdraft in the past, but I like the feel of this simulated hand-drawn map better.

5
The Cast from My Campaign (www.notherbrothers.com)
submitted 1 year ago by Nother@lemmy.world to c/dnd_ai@lemmy.world

I've been using Midjourney to fill out my gallery of characters. So far, I've got art for 13 characters finished. I still need write-ups on quite a few, but I think this really helps to fill in my descriptions.

If you're interested in learning more about the campaign all these characters live in, it's chronicled in the Nother Realm podcast!

30
submitted 1 year ago by Nother@lemmy.world to c/dnd@lemmy.world

This is the map of Lyr and its surrounding continents. The western subcontinent is the primary location for my current campaign, which is why it's more filled out with location names. This is actually one of two maps I use. The other is more detailed with names for mountain ranges, rivers, and other landmarks.

About the Campaign Setting:

The year is 1190 of the Age of Resonance. Our story begins in the western sub-continent of Lyr, which is currently ruled by the kingdom of Attoria in the north and the Exharkan Protectorate in the south. While these two powers have been enemies for centuries, starting on the continent of Cal’Atas, they are now in the first year of an uneasy truce. Both armies, however, still keep close watch over their shared border.

The people of Attoria come from all races and walks of life, and all are allowed to prosper under the rule of Queen Essylt “Hearthguard” Attore. However, many still remain wary of the Exharkan Protectorate to the south, as there are whispers of an end to the truce with the rulers of the golden city.

Across the kingdom, low hills and temperate forests allow for easy living, but there still remain many unexplored and dangerous regions within Attoria’s borders.

Shameless Self-Promotion:

If you'd like to learn more about the setting, I've got a lot more info, including culture and religion, here.

This campaign is chronicled in Nother Realm, a podcast that is available everywhere!

[-] Nother@lemmy.world 3 points 1 year ago

I really like Tsuro, but when I introduce it to people, they find it boring. I don’t get it! Yes, it’s simple, but you can really use some strategy to influence the board. Maybe my friends just don’t like when I roar at them as our pieces pass.

[-] Nother@lemmy.world 3 points 1 year ago

The artist is Tithi Luadthong (Grandfailure). Their art is available on many stock sites like Adobe Stock.

[-] Nother@lemmy.world 2 points 1 year ago

We release every other week, but I like to post maps, stories, and other homebrewed content instead of just saying, “Episode 538 is out now! Please listen to my stuff!”

I do think it’s important to be a member of a community instead of just using a community. So maybe there’s a criteria of interaction that comes along with self-promotion?

[-] Nother@lemmy.world 2 points 1 year ago

Sorry for jumping into the conversation so late, but what’s the feeling on podcasts? I have a very small one that I’m quite proud of, and I’d love to share it. I don’t think a post for every new episode release should be allowed, but I feel like an occasional post about milestones or information that others could use should be acceptable. In essence, posts intended to engage with everyone instead of just sell to them.

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Nother

joined 1 year ago