I bet there was a door with a lock on it once, but it got removed when everything overheated.
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A blood choke also lasts like, 7 seconds. I knew a guy in highschool who used to do it to himself as a party trick.
Yeah I mean, basically anything can work with the right campaign, players, characters, etc. But my opinion doesn’t matter; your player’s opinions are the ones that do.
I’ll also add that the element of surprise is overrated. You think it will be cool when the player discovers this effect at a dramatic moment but it is far, FAR more likely that they never discover it at all. Or they only discover it after it’s been frustratingly negating everything they’ve tried to do so far. Or that they discover the curse at an un-dramatic moment and make the rational decision to just never trigger it again. That’s why I say it’s much better to tell the players ahead of time and set the expectation that being cursed will be a major part of their story; then they can DECIDE to have their character “accidentally” trigger the curse at a dramatic moment or what have you. You won’t have to tell the player “you’re compelled to yell now” they’ll automatically go “GOD I just feel like YELLING right now FOR SOME REASON!” and feel good about playing their character instead of feeling bad that you’re taking over their character.
With something more than an incidental curse, you really need player buy-in. I recommend meeting with each player, telling them you’d like to give them a cursed item that will be a major part of their character’s arc throughout the story, and the broad strokes of what you have in mind for their particular curse. Then, be receptive to feedback on that. Good players will recognize that this is a roleplay opportunity for them and try to fit it into the arc they had in mind for their character, but they may want the details tweaked to fit their particular narrative goals…eg to make the curse an ironic reflection of their flaws or a nod to their backstory or whatever. I recommend you try to approach this premise with a collaborative mindset.
Once in my early days, I ran a game where the players were all werewolves. I was reading a lot of GRM at the time and it was very edgy and I tried to give them a moral quandary: an injured baby. Do they curse the child with lycanthropy to save it?
That’s when the players hauled out the cursed healing potion from 15 sessions ago they’d been hauling around this whole time :/
The temptation to just post the address of a certain bar and a time is nearly overwhelming
This is good advice but I will add that putting a timer on player’s turns is also itself a bit of a problem…it comes off as infantalizing.
sirblastalot@ttrpg.networkMto
rpg@ttrpg.network•Would you use/play on a digital thing for card game?
0·4 个月前That’s not really how bots work. It would have to be coded to actually read and reply to your responses
sirblastalot@ttrpg.networkto
Risa@startrek.website•How it feels when nobody takes my fanfic about a 100% furry operated starship seriouslyEnglish
0·4 个月前In a world where any doctor can make the whole bridge crew into Klingons in an afternoon, outpatient, there’s no reason I can’t become my fursona.
You need a method to quick jot stuff down in the moment. I use google keep for those thoughts/ideas. It’s on my phone, very low friction always to just pull it out and get something out of my head. Make it good later, just use your notes app (or an actual notepad if you’re oldschool) to get it out of your head so you can think of other stuff without worrying about losing it.
You mean y’all have adventuring parties that aren’t composed entirely of weird lil guys?
sirblastalot@ttrpg.networkto
cybersecurity@infosec.pub•Adobe modifies hosts file to detect whether Creative Cloud is installed
0·6 个月前They used to just hit http://localhost/:<various ports>/cc.png which connected to your Creative Cloud app directly, but then Chrome started blocking Local Network Access, so they had to do this hosts file hack instead.
Ok but adobe what if you didn’t portscan me either, please.
Science Fantasy is usually a fantasy story in a setting typically associated with scifi. The classic example is Star Wars; it’s it a world with spaceships and lasers, but it’s about space wizards having swordfights.
sirblastalot@ttrpg.networkMto
rpg@ttrpg.network•The Pros and Cons of Fantasy Counterpart Cultures
0·7 个月前Part of the fun of DMing for me is in homebrewing cultures…or, more accurately, homebrewing factions that have a culture.
Besides which, there are some fundamental flaws in your premises:
You assert that a counterpart culture is easier to understand than an original one. I 100% understand any culture I make up, definitionally. On the other hand, neither I nor anyone else at my table can say the same about any IRL culture. Even members of a given IRL culture can never fully understand the totality of it.
You also say
[if] you create fantasy ancestries from scratch, you need to convey all that information to the players.
And I don’t think that’s true. Players don’t need to know everything about a culture to interact with them. In many cases, the player characters are themselves unfamiliar with that culture, in which case any mystery, mistakes, miscommunications etc are valuable in-character roleplay. And when the PCs would be familiar with a relevant aspect of a given culture, you can simply tell them that detail, no need to loredump everything. (Eg “I beg for mercy” “Your character knows that The Southern Pirates are notorious for never taking prisoners, are you sure you want to try that?”)
I’m not making fun of you I just thought it was a funny word :) Also, sorry about your butt.
The DM gave him an OP magic item to compensate for his crappy build


Surely one of the most takes of all times.