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In a narrativist style, the referee works actively to ensure that the players stay on task, and their actions are directed towards fulfilling the story. The expression I often see is that all game elements should "serve the story". This advice does that.
https://twitter.com/d20play/status/1784641833600983384
The issue I have with side-based initiative and large parties is that they absolutely destroy single large HD targets. Large HD targets tend to have fewer attacks per round, and unless the party is clustered up in one spot, they are hard to target
First off, let me be clear, there is nothing wrong with using backstories, if you do, then all the more power to you! Trying to incorporate the backstories of multiple PCs into an ongoing campaign is a lot of work, and it impresses me whenever anyone does it
This week I have been designing the underworld for Bhakashal, and I hit upon the idea of having one of the factions of the underworld having necromancers.
It ends up that it is immune to laser pistol shots, LOL, so they yelped at that! No problem, they let loose with arrows and crossbow bolts! None did any damage as it is immune to less than +3 weapons!
https://twitter.com/yamaking666/status/16423333047655342102. I have a number of supplements like Cities of Harn that detail generic cities / towns you can drop in to your game world as needed
Many people believe a "save the world" narrative with a clearly defined BBEG is the way to ensure engagement and "buy in", and gives you a prod to keep the players on point.
Historically, the term “race” was popularized in the Early Modern period and became part of scientific theories that were used to differentiate people based on physical characteristics like skin color.
If you were a new player, you would know instantly if you were comfortable with either group, either the presence of, or the absence of, safety tools/consent checklists would signal the appropriateness of the table for you.
Hey all you simulationists, much of what we know about Medieval weapons is based on artistic representations, not “archeological exemplars”, so keep an open mind.
New players look at the spells and think that the magic-user is hands down better. Then, as the game progresses, they discover there are a LOT of useful clerical spells.
In almost every campaign I've run in the last 40 years new players ignore clerics in favor of magic-users, and then by about 10 or so sessions in they have seen the light as the party cleric has been far more useful, and even crucial to their success.
One of my goals was to make lower level versions of higher level illusionist spells, build off what was already there. Shadow walking sounded boss...
1 - Starting groups off above 1st level
This is a homebrew Bhakashal spell. One bit of interest is at the end. For every spell, Bhakashal describes the casting process listed in the components. So for this spell, the caster places a gold piece in the palm, puts the missile into the palm, and then moves their arm...
So I’m going to do a series of tweets where I outline the brilliant rules in AD&D. THIS ISN’T A KNOCK AGAINST ANY OTHER SYSTEM, it’s a celebration of what works well in early edition D&D (not everything does!) You might find things you can pinch for your game.