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Wandering Adventure Party

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Ummm

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  • S stamets@lemmy.dbzer0.com
    This post did not contain any content.
    TroyT This user is from outside of this forum
    TroyT This user is from outside of this forum
    Troy
    wrote on last edited by
    #2

    I ask this, or for their stealth modifiers, and then roll behind the screen just to fuck with them sometimes. But it’s actually quite useful. I do this once in a while and it trains them not to overreact (and assume ambush) when I ask them for realzies.

    J 𝔄 𝔰𝔢𝔫𝔱𝔦𝔢𝔫𝔱 𝔭𝔦𝔢𝔠𝔢 𝔬𝔣 𝔠𝔥𝔢𝔢𝔰𝔢Z 2 Replies Last reply
    26
    • TroyT Troy

      I ask this, or for their stealth modifiers, and then roll behind the screen just to fuck with them sometimes. But it’s actually quite useful. I do this once in a while and it trains them not to overreact (and assume ambush) when I ask them for realzies.

      J This user is from outside of this forum
      J This user is from outside of this forum
      jjjalljs@ttrpg.network
      wrote on last edited by
      #3

      On player training, I like systems where you can bribe players to let bad things happen.

      Like in vampire: the requiem, a player can always turn a regular failure into a Dramatic Failure, and get a little XP. This meant the players went from “oh no the cave is probably full of monsters let’s take forever stressing” to “I ROLLED GARBAGE CAN I JUST BARGE IN LIKE A CONFIDENT IDIOT FOR MY DRAMATIC FAILURE?”

      Tastes vary, but I found it made a more interesting and snappier game.

      C 1 Reply Last reply
      39
      • TroyT Troy

        I ask this, or for their stealth modifiers, and then roll behind the screen just to fuck with them sometimes. But it’s actually quite useful. I do this once in a while and it trains them not to overreact (and assume ambush) when I ask them for realzies.

        𝔄 𝔰𝔢𝔫𝔱𝔦𝔢𝔫𝔱 𝔭𝔦𝔢𝔠𝔢 𝔬𝔣 𝔠𝔥𝔢𝔢𝔰𝔢Z This user is from outside of this forum
        𝔄 𝔰𝔢𝔫𝔱𝔦𝔢𝔫𝔱 𝔭𝔦𝔢𝔠𝔢 𝔬𝔣 𝔠𝔥𝔢𝔢𝔰𝔢Z This user is from outside of this forum
        𝔄 𝔰𝔢𝔫𝔱𝔦𝔢𝔫𝔱 𝔭𝔦𝔢𝔠𝔢 𝔬𝔣 𝔠𝔥𝔢𝔢𝔰𝔢
        wrote on last edited by
        #4

        I made it a routine to ask perception and stealth modifier of every player at the beginning of each session m

        1 Reply Last reply
        8
        • S stamets@lemmy.dbzer0.com
          This post did not contain any content.
          mousekeyboard@ttrpg.networkM This user is from outside of this forum
          mousekeyboard@ttrpg.networkM This user is from outside of this forum
          mousekeyboard@ttrpg.network
          wrote on last edited by
          #5

          Remember, total darkness is -5 to passive perception even if you have darkvision.

          F 1 Reply Last reply
          9
          • J jjjalljs@ttrpg.network

            On player training, I like systems where you can bribe players to let bad things happen.

            Like in vampire: the requiem, a player can always turn a regular failure into a Dramatic Failure, and get a little XP. This meant the players went from “oh no the cave is probably full of monsters let’s take forever stressing” to “I ROLLED GARBAGE CAN I JUST BARGE IN LIKE A CONFIDENT IDIOT FOR MY DRAMATIC FAILURE?”

            Tastes vary, but I found it made a more interesting and snappier game.

            C This user is from outside of this forum
            C This user is from outside of this forum
            caseyweederman
            wrote on last edited by
            #6

            Like the Fate system!
            I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there’s a trap there.
            “Are there any traps there?” “You tell me.”

            J 1 Reply Last reply
            6
            • mousekeyboard@ttrpg.networkM mousekeyboard@ttrpg.network

              Remember, total darkness is -5 to passive perception even if you have darkvision.

              F This user is from outside of this forum
              F This user is from outside of this forum
              fatvegan@leminal.space
              wrote on last edited by
              #7

              Then what is even the point?

              mousekeyboard@ttrpg.networkM 1 Reply Last reply
              3
              • S stamets@lemmy.dbzer0.com
                This post did not contain any content.
                F This user is from outside of this forum
                F This user is from outside of this forum
                fatvegan@leminal.space
                wrote on last edited by
                #8

                I’m casting fireball

                1 Reply Last reply
                2
                • F fatvegan@leminal.space

                  Then what is even the point?

                  mousekeyboard@ttrpg.networkM This user is from outside of this forum
                  mousekeyboard@ttrpg.networkM This user is from outside of this forum
                  mousekeyboard@ttrpg.network
                  wrote on last edited by
                  #9

                  Because without darkvision you automatically fail (and get hit by advantage/disadvantage for unseen attacker/target).

                  1 Reply Last reply
                  6
                  • C caseyweederman

                    Like the Fate system!
                    I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there’s a trap there.
                    “Are there any traps there?” “You tell me.”

                    J This user is from outside of this forum
                    J This user is from outside of this forum
                    jjjalljs@ttrpg.network
                    wrote on last edited by
                    #10

                    Yes! I usually take any opportunity to gush about Fate but I restrained myself here

                    The main weakness of Fate is you need more engaged players. Stuff like DND can mostly hum along with passive players, but Fate falls really flat if people aren’t engaging with it.

                    C 1 Reply Last reply
                    3
                    • J jjjalljs@ttrpg.network

                      Yes! I usually take any opportunity to gush about Fate but I restrained myself here

                      The main weakness of Fate is you need more engaged players. Stuff like DND can mostly hum along with passive players, but Fate falls really flat if people aren’t engaging with it.

                      C This user is from outside of this forum
                      C This user is from outside of this forum
                      caseyweederman
                      wrote on last edited by
                      #11

                      One of my favorite podcasts, High Rollers (sadly stuck in Hasbro Hell) uses “fate dice”, a set of d6s rolled at the start of each session, that can be used by the players (high rolls) or the DM (low rolls) to influence other rolls and situations, but doing so moves the die into the opposite pool.
                      I do wish both sides interacted with them more though. It’s a cool idea.
                      I think they got used the most during the window of time when the DM let the players spend them after seeing a roll (but before knowing the result). They get squelched by forgetfulness and what-if-I-need-it-later-itis.
                      Sure, adding them then probably ruins the balance, but fun is more important than balance.

                      1 Reply Last reply
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