In our D&D game, devils can stop time in Hell if it means a soul is up for bargain.
A character is about to have their head lopped off by a fire giant? The blade pauses inches from their neck, the giant frozen mid-swing.
A pair of yellow eyes stares at them from the darkness.
It leads to some really cool exchanges before an event takes place, especially in combat.
I never trick my players with a deal! The dice are always on the table, but it's up the player if their character wants to fix the odds in their favorβfor a price, of course. π
Since devils can perma-die in hell, I like the idea of giving them some sort of story-based planar ability like this.
It also feels metal that all of Hell stops if it means someone may trade their soul.
Outside of the Nine Hells, only archdevils can do this in my game!
Since folks liked this tweet so much, here was the outcome of last session when I did this for the party cleric!
If I was smart, I would have said this earlier, but I wrote a whole supplement on infernal contracts in D&D which you can pick up here: dmsguild.com/m/product/2836β¦
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I've been thinking about marketing and branding in the #TTRPG industry lately. I wanted to share some words of wisdom that I heard during my MBA that some writers, editors, and artists may find useful when creating projects for #dnd.
This is one example of a brand pyramid.
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The idea behind the pyramid is that the "best" marketing is one that resonates on a deeper level with a customer by creating shared values. A brand that shares values with a customer resonates with them, usually leading to some degree of loyalty when it comes to future purchases.
For the purpose of this example, we're going to compare TTRPG products with soap.
The pyramid starts with Features: What is it? How is it different?
Early marketing from Dove would advertise that it contained cream. A creamy soap was unheard of at the time. It was different.