For example, Special Interest XP (which partially tied PCs gaining XP to them spending GP on civic projects) had the incredible result of having 1st level characters founding a meadery, building shrines, etc.
@MTBlack2567 Colville did "run realm to get cool abilities you can use during adventures." The results tended to be dissociated, but were an interesting carrot.
I think you might want to go the other way: Add realm-oriented abilities that characters get automatically when leveling up.
(2/)
@MTBlack2567 OD&D and 1E did this to some degree, with characters automatically attracting followers, etc. But if you give players cool toys, they WILL go poke at the thing that lets them use them.
(3/)
@MTBlack2567 But I still come back to the 'crawl: The dungeon works because it has a clear container called a "room" that a GM can pour almost any sort of interactive content into. Hexcrawl works because it has a container called a "hex" that a GM can pour almost any location into.
(4/)
@MTBlack2567 A good realm management structure, IMO, needs a clear container that a GM can pour adventure content into. That tends to be lacking.
(5/5)
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Let's get this straight: The original Buzz Lightyear is from the animated series in Universe T1 and was voiced by Patrick Warburton.
In Universe T1 the series was a huge hit and they made Buzz toys, one of which was bought by Andy's mom (she's got it going on).
We can film events in Universe T1, but only through Pixar's proprietary transdimensional LIDAR sensors. That's how the documentaries Toy Story 1, 2, 3, and 4 were filmed.
Pixar could also record audio, but not 2D images. So they recorded the audio from the original animated series and then re-animated it for UPN & ABC.
First: "Homebrew" inherently carries the meaning of an amateur effort made for private enjoyment.
Its meaning when applied to the RPG or video game communities has evolved over time, but it's not a term that originated with those communities. It has a dictionary definition.
Arneson creating the first roleplaying game in his basement? Probably homebrew.
Gygax buying the rights to that game, revamping it with Arneson, professionally publishing it, and turning it into a multi-million dollar brand? Definitely not homebrew.
There's definitely a place for "we're done with that now, here's a spell so you can stop thinking about it and focus on new stuff" abilities that create tiers of adventure.
But, of course, 5E isn't built for tiered adventures.
My biggest gripe about 5E #DnD is that it often models specialization by trivializing the associated actions.
If you're interested in X, you design a character who's good at X. But the result isn't doing more X. It's that X becomes automatic and is no longer part of the game.
Take #TombOfAnnihilation, for example. A big chunk of the campaign is mounting a wilderness expedition into the heart of darkness!
If that's exciting for you, you'll pick a character class that can really contribute to that part of the campaign! Rangers and druids, for example.
ToA models the challenges of the expedition through travel speed, a Navigation check, and Dehydration.
A Ranger's Natural Explorer ability eliminates travel speed variation and auto-succeeds on the Navigation check.
Live-tweeting reactions to #IcewindDale: Rime of the Frostmaiden, but trying something different: I'll have one thread of stuff I didn't like (this one) and another thread of stuff I did (link below).
As with previous live-tweeting threads and Remixes, my emphasis here will not be "this bad, me hate"; expect critical thinking and in-depth discussions of scenario structures and best DM practices.