
Also random: anyone here do Nanowrimo? Starts in a week, almost didn't notice.
Forum Index > The Shopkeeper′s Inn |
ticklishmusic
United States15977 Posts
October 26 2015 14:42 GMT
#14021
![]() Also random: anyone here do Nanowrimo? Starts in a week, almost didn't notice. | ||
killerdog
Denmark6522 Posts
October 26 2015 15:03 GMT
#14022
On October 26 2015 23:31 jcarlsoniv wrote: Show nested quote + On October 26 2015 22:22 Zdrastochye wrote: Since I am not an RPer but I do have curious questions, I wonder is it up to the players to decide how much gold they have? As in, the players are making the characters could you have your character backstory have a player that has ample amounts of gold? Obviously you don't want him outfitting the rest of the party in ludicrously expensive gear, but does the DM have the power to limit how broke the characters are? A bunch of penniless adventurers every single time might get old? The DM has the power to do whatever he wants. Full stop. The base rules are a great starting point and guide, but it is ultimately up to the DM to decide any and everything. So sure, they could be a band of aristocrats throwing money this way and that. But that tends to attract attention, and greedy bandits will likely try to take advantage of that. I saw it as more it's the DM and the players working together to create a fun experience. The DM will try and work around/encourage things the players want to do to make their characters unique, and at the same time the players don't try and design a character that completely breaks any chance of a good game. Of course you can have campaigns where the players are conciously trying to ruin the DM's day, or where the DM is intentionally making life as hard as possible for the players, but unless it's pre-arranged it's kind of a dick move. Especially if one player is trying to ruin everything and the others just want to play. As long as everyone is on the same page though, you can do literally whatever | ||
jcarlsoniv
United States27922 Posts
October 26 2015 15:14 GMT
#14023
On October 27 2015 00:03 killerdog wrote: Show nested quote + On October 26 2015 23:31 jcarlsoniv wrote: On October 26 2015 22:22 Zdrastochye wrote: Since I am not an RPer but I do have curious questions, I wonder is it up to the players to decide how much gold they have? As in, the players are making the characters could you have your character backstory have a player that has ample amounts of gold? Obviously you don't want him outfitting the rest of the party in ludicrously expensive gear, but does the DM have the power to limit how broke the characters are? A bunch of penniless adventurers every single time might get old? The DM has the power to do whatever he wants. Full stop. The base rules are a great starting point and guide, but it is ultimately up to the DM to decide any and everything. So sure, they could be a band of aristocrats throwing money this way and that. But that tends to attract attention, and greedy bandits will likely try to take advantage of that. I saw it as more it's the DM and the players working together to create a fun experience. The DM will try and work around/encourage things the players want to do to make their characters unique, and at the same time the players don't try and design a character that completely breaks any chance of a good game. Of course you can have campaigns where the players are conciously trying to ruin the DM's day, or where the DM is intentionally making life as hard as possible for the players, but unless it's pre-arranged it's kind of a dick move. Especially if one player is trying to ruin everything and the others just want to play. As long as everyone is on the same page though, you can do literally whatever Oh, totally. I'd probably allow them to ride the elephant for a little bit, but eventually there would be inevitable logistical issues (where the fuck do you stable an elephant when visiting the city???) I'm really enjoying my the current campaign I'm DMing because it is just what you say - players and DM playing off of each other and building a narrative. One of my players frequently uses Speak with Animals frequently, so I have to play the voice of deer, squirrels, etc... They kill random/important NPCs, and so I have to work to build around that, and it's plenty of fun for me without going so far as to intentionally obstruct them. If anyone has any good ideas for a good puzzle/challenge/funhouse room, I struggled coming up with an extra room for their current dungeon. Something fairly simple that doesn't necessarily have to have any fighting. Currently, the remaining rooms are: + Show Spoiler + -Room with a button, press the button and a visual timer starts. They can only continue on once the timer hits 0. -Room with a (living) door that has "The password is monkey" over it. The trick is that they have to get the door to say "monkey" to pass. -Boss fight - pretty much directly ripped from Phantom Ganon in OoT. Crazy wizard riding a Nightmare. Two phases - attacking out of paintings and then fighting the wizard. - Should they survive this, they'll get a +1 AC cloack and a Die of Fates (d100 - roll on Wild Magic table). They'll also find what they think is Dust of Disappearance, but will turn out to be Dust of Coughing and Sneezing | ||
Alaric
France45622 Posts
October 26 2015 15:19 GMT
#14024
On October 27 2015 00:14 jcarlsoniv wrote: + Show Spoiler + -Room with a (living) door that has "The password is monkey" over it. The trick is that they have to get the door to say "monkey" to pass. Yeah, I think I know where inspiration came from for that one. | ||
ticklishmusic
United States15977 Posts
October 26 2015 15:28 GMT
#14025
On October 26 2015 13:55 Parnage wrote: Show nested quote + On October 26 2015 12:33 ticklishmusic wrote: On October 26 2015 10:31 Ketara wrote: Record of Lodoss War is a really amazing setting deserving of like, multiple series and sidestories, but it didn't get that. It's like firefly for me. When you watch it you just find yourself going "why isn't there MORE of this?" Just finished the 13 episode OVA-- not too shabby. There;s two more animates series, so can't really complain. Lodoss is DnD party DM's wish they had. Slayers is the party most players wish they could get away with. Also I fucking love Record of Lodoss War. In case you couldn't figure that out somehow. Add-on thought: my one complaint is Beld looks exactly like Ganondorf. Red hair, dark skin, muttonchops, black armor, giant sword... meh. That seemed a bit lazy. | ||
jcarlsoniv
United States27922 Posts
October 26 2015 15:28 GMT
#14026
On October 27 2015 00:19 Alaric wrote: Show nested quote + On October 27 2015 00:14 jcarlsoniv wrote: + Show Spoiler + -Room with a (living) door that has "The password is monkey" over it. The trick is that they have to get the door to say "monkey" to pass. Yeah, I think I know where inspiration came from for that one. In truth, ripped straight from r/dnd, but + Show Spoiler + (monkey) | ||
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AsmodeusXI
United States15536 Posts
October 26 2015 15:33 GMT
#14027
On October 27 2015 00:14 jcarlsoniv wrote: Show nested quote + On October 27 2015 00:03 killerdog wrote: On October 26 2015 23:31 jcarlsoniv wrote: On October 26 2015 22:22 Zdrastochye wrote: Since I am not an RPer but I do have curious questions, I wonder is it up to the players to decide how much gold they have? As in, the players are making the characters could you have your character backstory have a player that has ample amounts of gold? Obviously you don't want him outfitting the rest of the party in ludicrously expensive gear, but does the DM have the power to limit how broke the characters are? A bunch of penniless adventurers every single time might get old? The DM has the power to do whatever he wants. Full stop. The base rules are a great starting point and guide, but it is ultimately up to the DM to decide any and everything. So sure, they could be a band of aristocrats throwing money this way and that. But that tends to attract attention, and greedy bandits will likely try to take advantage of that. I saw it as more it's the DM and the players working together to create a fun experience. The DM will try and work around/encourage things the players want to do to make their characters unique, and at the same time the players don't try and design a character that completely breaks any chance of a good game. Of course you can have campaigns where the players are conciously trying to ruin the DM's day, or where the DM is intentionally making life as hard as possible for the players, but unless it's pre-arranged it's kind of a dick move. Especially if one player is trying to ruin everything and the others just want to play. As long as everyone is on the same page though, you can do literally whatever Oh, totally. I'd probably allow them to ride the elephant for a little bit, but eventually there would be inevitable logistical issues (where the fuck do you stable an elephant when visiting the city???) I'm really enjoying my the current campaign I'm DMing because it is just what you say - players and DM playing off of each other and building a narrative. One of my players frequently uses Speak with Animals frequently, so I have to play the voice of deer, squirrels, etc... They kill random/important NPCs, and so I have to work to build around that, and it's plenty of fun for me without going so far as to intentionally obstruct them. If anyone has any good ideas for a good puzzle/challenge/funhouse room, I struggled coming up with an extra room for their current dungeon. Something fairly simple that doesn't necessarily have to have any fighting. Currently, the remaining rooms are: + Show Spoiler + -Room with a button, press the button and a visual timer starts. They can only continue on once the timer hits 0. -Room with a (living) door that has "The password is monkey" over it. The trick is that they have to get the door to say "monkey" to pass. -Boss fight - pretty much directly ripped from Phantom Ganon in OoT. Crazy wizard riding a Nightmare. Two phases - attacking out of paintings and then fighting the wizard. - Should they survive this, they'll get a +1 AC cloack and a Die of Fates (d100 - roll on Wild Magic table). They'll also find what they think is Dust of Disappearance, but will turn out to be Dust of Coughing and Sneezing I once wrote down ideas for a bunch of different kinds of "locks," one of which became the corpse door in the Library ("the lock is a corpse you must reassemble"). The others were:
Feel free to use any of them if they appeal to you. ![]() | ||
Requizen
United States33802 Posts
October 26 2015 15:34 GMT
#14028
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ticklishmusic
United States15977 Posts
October 26 2015 15:46 GMT
#14029
On October 27 2015 00:33 AsmodeusXI wrote: Show nested quote + On October 27 2015 00:14 jcarlsoniv wrote: On October 27 2015 00:03 killerdog wrote: On October 26 2015 23:31 jcarlsoniv wrote: On October 26 2015 22:22 Zdrastochye wrote: Since I am not an RPer but I do have curious questions, I wonder is it up to the players to decide how much gold they have? As in, the players are making the characters could you have your character backstory have a player that has ample amounts of gold? Obviously you don't want him outfitting the rest of the party in ludicrously expensive gear, but does the DM have the power to limit how broke the characters are? A bunch of penniless adventurers every single time might get old? The DM has the power to do whatever he wants. Full stop. The base rules are a great starting point and guide, but it is ultimately up to the DM to decide any and everything. So sure, they could be a band of aristocrats throwing money this way and that. But that tends to attract attention, and greedy bandits will likely try to take advantage of that. I saw it as more it's the DM and the players working together to create a fun experience. The DM will try and work around/encourage things the players want to do to make their characters unique, and at the same time the players don't try and design a character that completely breaks any chance of a good game. Of course you can have campaigns where the players are conciously trying to ruin the DM's day, or where the DM is intentionally making life as hard as possible for the players, but unless it's pre-arranged it's kind of a dick move. Especially if one player is trying to ruin everything and the others just want to play. As long as everyone is on the same page though, you can do literally whatever Oh, totally. I'd probably allow them to ride the elephant for a little bit, but eventually there would be inevitable logistical issues (where the fuck do you stable an elephant when visiting the city???) I'm really enjoying my the current campaign I'm DMing because it is just what you say - players and DM playing off of each other and building a narrative. One of my players frequently uses Speak with Animals frequently, so I have to play the voice of deer, squirrels, etc... They kill random/important NPCs, and so I have to work to build around that, and it's plenty of fun for me without going so far as to intentionally obstruct them. If anyone has any good ideas for a good puzzle/challenge/funhouse room, I struggled coming up with an extra room for their current dungeon. Something fairly simple that doesn't necessarily have to have any fighting. Currently, the remaining rooms are: + Show Spoiler + -Room with a button, press the button and a visual timer starts. They can only continue on once the timer hits 0. -Room with a (living) door that has "The password is monkey" over it. The trick is that they have to get the door to say "monkey" to pass. -Boss fight - pretty much directly ripped from Phantom Ganon in OoT. Crazy wizard riding a Nightmare. Two phases - attacking out of paintings and then fighting the wizard. - Should they survive this, they'll get a +1 AC cloack and a Die of Fates (d100 - roll on Wild Magic table). They'll also find what they think is Dust of Disappearance, but will turn out to be Dust of Coughing and Sneezing I once wrote down ideas for a bunch of different kinds of "locks," one of which became the corpse door in the Library ("the lock is a corpse you must reassemble"). The others were:
Feel free to use any of them if they appeal to you. ![]() DUDE ZOOMBINIS WAS MY SHIT Though in retrospect that game was kind of sad because you'd end us leaving behind Zoombinis along the way and IIRC some of them would "die". | ||
jcarlsoniv
United States27922 Posts
October 26 2015 15:47 GMT
#14030
On October 27 2015 00:33 AsmodeusXI wrote: Show nested quote + On October 27 2015 00:14 jcarlsoniv wrote: On October 27 2015 00:03 killerdog wrote: On October 26 2015 23:31 jcarlsoniv wrote: On October 26 2015 22:22 Zdrastochye wrote: Since I am not an RPer but I do have curious questions, I wonder is it up to the players to decide how much gold they have? As in, the players are making the characters could you have your character backstory have a player that has ample amounts of gold? Obviously you don't want him outfitting the rest of the party in ludicrously expensive gear, but does the DM have the power to limit how broke the characters are? A bunch of penniless adventurers every single time might get old? The DM has the power to do whatever he wants. Full stop. The base rules are a great starting point and guide, but it is ultimately up to the DM to decide any and everything. So sure, they could be a band of aristocrats throwing money this way and that. But that tends to attract attention, and greedy bandits will likely try to take advantage of that. I saw it as more it's the DM and the players working together to create a fun experience. The DM will try and work around/encourage things the players want to do to make their characters unique, and at the same time the players don't try and design a character that completely breaks any chance of a good game. Of course you can have campaigns where the players are conciously trying to ruin the DM's day, or where the DM is intentionally making life as hard as possible for the players, but unless it's pre-arranged it's kind of a dick move. Especially if one player is trying to ruin everything and the others just want to play. As long as everyone is on the same page though, you can do literally whatever Oh, totally. I'd probably allow them to ride the elephant for a little bit, but eventually there would be inevitable logistical issues (where the fuck do you stable an elephant when visiting the city???) I'm really enjoying my the current campaign I'm DMing because it is just what you say - players and DM playing off of each other and building a narrative. One of my players frequently uses Speak with Animals frequently, so I have to play the voice of deer, squirrels, etc... They kill random/important NPCs, and so I have to work to build around that, and it's plenty of fun for me without going so far as to intentionally obstruct them. If anyone has any good ideas for a good puzzle/challenge/funhouse room, I struggled coming up with an extra room for their current dungeon. Something fairly simple that doesn't necessarily have to have any fighting. Currently, the remaining rooms are: + Show Spoiler + -Room with a button, press the button and a visual timer starts. They can only continue on once the timer hits 0. -Room with a (living) door that has "The password is monkey" over it. The trick is that they have to get the door to say "monkey" to pass. -Boss fight - pretty much directly ripped from Phantom Ganon in OoT. Crazy wizard riding a Nightmare. Two phases - attacking out of paintings and then fighting the wizard. - Should they survive this, they'll get a +1 AC cloack and a Die of Fates (d100 - roll on Wild Magic table). They'll also find what they think is Dust of Disappearance, but will turn out to be Dust of Coughing and Sneezing I once wrote down ideas for a bunch of different kinds of "locks," one of which became the corpse door in the Library ("the lock is a corpse you must reassemble"). The others were:
Feel free to use any of them if they appeal to you. ![]() Hmmmmm I think I might actually do something like the Saffron Gym teleporting puzzle. Some sections will have good things, some bad, some nothing. In fact, I'll probably copy the almost exact layout of that one Oh yay, I get to put a mimic in my dungeon! My players are never going to trust me again. | ||
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TheYango
United States47024 Posts
October 26 2015 16:11 GMT
#14031
EDIT: Also, the problem with a warp tiles puzzle is that in Pokemon you got visual cues to which room was which based on seeing adjacent rooms from a top-down view and being able to rapidly determine which room you're in--making the puzzle far less tedious. | ||
Seuss
United States10536 Posts
October 26 2015 16:13 GMT
#14032
SEE: Zelda 2nd Quest. | ||
Ketara
United States15065 Posts
October 26 2015 16:15 GMT
#14033
Years ago my doctor told me I have bad hamstrings and should do regular hamstring stretches. I've finally started doing that lol Should I do them every day or every other day? | ||
jcarlsoniv
United States27922 Posts
October 26 2015 16:15 GMT
#14034
On October 27 2015 01:13 Seuss wrote: You could always have an empty room and the solution is to stubbornly walk into the wall where the door/passage should be until reality accepts that you're too stubborn to be reasoned with. SEE: Zelda 2nd Quest. I want them to distrust me and their world, not hate me. On October 27 2015 01:15 Ketara wrote: Fitness question: Years ago my doctor told me I have bad hamstrings and should do regular hamstring stretches. I've finally started doing that lol Should I do them every day or every other day? Personally I do them every day - there's really only upside to stretching every day as long as you're not over stretching and hurting yourself. There's almost no better feeling in the world than a good stretch. edit - although if you're doctor said you have "bad" hamstrings, rather than "tight" hamstrings, I'm not sure if there's a certain way/moderation for you to be doing things | ||
Ketara
United States15065 Posts
October 26 2015 16:19 GMT
#14035
I've been doing them before bed for a week and can still feel it when I wake up in the morning. | ||
jcarlsoniv
United States27922 Posts
October 26 2015 16:34 GMT
#14036
| ||
Eppa!
Sweden4641 Posts
October 26 2015 16:36 GMT
#14037
so guuud. | ||
ticklishmusic
United States15977 Posts
October 26 2015 16:37 GMT
#14038
| ||
killerdog
Denmark6522 Posts
October 26 2015 16:47 GMT
#14039
On October 27 2015 00:14 jcarlsoniv wrote: Show nested quote + On October 27 2015 00:03 killerdog wrote: On October 26 2015 23:31 jcarlsoniv wrote: On October 26 2015 22:22 Zdrastochye wrote: Since I am not an RPer but I do have curious questions, I wonder is it up to the players to decide how much gold they have? As in, the players are making the characters could you have your character backstory have a player that has ample amounts of gold? Obviously you don't want him outfitting the rest of the party in ludicrously expensive gear, but does the DM have the power to limit how broke the characters are? A bunch of penniless adventurers every single time might get old? The DM has the power to do whatever he wants. Full stop. The base rules are a great starting point and guide, but it is ultimately up to the DM to decide any and everything. So sure, they could be a band of aristocrats throwing money this way and that. But that tends to attract attention, and greedy bandits will likely try to take advantage of that. I saw it as more it's the DM and the players working together to create a fun experience. The DM will try and work around/encourage things the players want to do to make their characters unique, and at the same time the players don't try and design a character that completely breaks any chance of a good game. Of course you can have campaigns where the players are conciously trying to ruin the DM's day, or where the DM is intentionally making life as hard as possible for the players, but unless it's pre-arranged it's kind of a dick move. Especially if one player is trying to ruin everything and the others just want to play. As long as everyone is on the same page though, you can do literally whatever Oh, totally. I'd probably allow them to ride the elephant for a little bit, but eventually there would be inevitable logistical issues (where the fuck do you stable an elephant when visiting the city???) I'm really enjoying my the current campaign I'm DMing because it is just what you say - players and DM playing off of each other and building a narrative. One of my players frequently uses Speak with Animals frequently, so I have to play the voice of deer, squirrels, etc... They kill random/important NPCs, and so I have to work to build around that, and it's plenty of fun for me without going so far as to intentionally obstruct them. If anyone has any good ideas for a good puzzle/challenge/funhouse room, I struggled coming up with an extra room for their current dungeon. Something fairly simple that doesn't necessarily have to have any fighting. Currently, the remaining rooms are: + Show Spoiler + -Room with a button, press the button and a visual timer starts. They can only continue on once the timer hits 0. -Room with a (living) door that has "The password is monkey" over it. The trick is that they have to get the door to say "monkey" to pass. -Boss fight - pretty much directly ripped from Phantom Ganon in OoT. Crazy wizard riding a Nightmare. Two phases - attacking out of paintings and then fighting the wizard. - Should they survive this, they'll get a +1 AC cloack and a Die of Fates (d100 - roll on Wild Magic table). They'll also find what they think is Dust of Disappearance, but will turn out to be Dust of Coughing and Sneezing A room with 4 stools in in. The door only opens when someone is sitting on each of the stools. Solution is to smash all the stools. Alternatively, just have two stools and the solution is to put one upsidedown on top of the other. Have 5 levers, each a different colour, and each can be in one of two positions. Every third time a lever is moved, a loud clanging noise happens, like old machinery. The noise doubles in volume each time it happens. A clue says "choose wisely." The door automatically opens the third time someone tries. An old dusty room full of winged flying keys with some old (completely normal, non magical) broomsticks in the corner. There's a thin layer of old feathers on the ground, which turn to dust as they're disturbed. If the characters sweep the floor a bit they'll find a pattern with (number of players -1) marked spots on the floor. If someone stands on each spot the door opens. The door closes as soon as someone steps off, but the last free player can prop it open with the broomsticks. | ||
jcarlsoniv
United States27922 Posts
October 26 2015 16:53 GMT
#14040
On October 27 2015 01:47 killerdog wrote: Show nested quote + On October 27 2015 00:14 jcarlsoniv wrote: On October 27 2015 00:03 killerdog wrote: On October 26 2015 23:31 jcarlsoniv wrote: On October 26 2015 22:22 Zdrastochye wrote: Since I am not an RPer but I do have curious questions, I wonder is it up to the players to decide how much gold they have? As in, the players are making the characters could you have your character backstory have a player that has ample amounts of gold? Obviously you don't want him outfitting the rest of the party in ludicrously expensive gear, but does the DM have the power to limit how broke the characters are? A bunch of penniless adventurers every single time might get old? The DM has the power to do whatever he wants. Full stop. The base rules are a great starting point and guide, but it is ultimately up to the DM to decide any and everything. So sure, they could be a band of aristocrats throwing money this way and that. But that tends to attract attention, and greedy bandits will likely try to take advantage of that. I saw it as more it's the DM and the players working together to create a fun experience. The DM will try and work around/encourage things the players want to do to make their characters unique, and at the same time the players don't try and design a character that completely breaks any chance of a good game. Of course you can have campaigns where the players are conciously trying to ruin the DM's day, or where the DM is intentionally making life as hard as possible for the players, but unless it's pre-arranged it's kind of a dick move. Especially if one player is trying to ruin everything and the others just want to play. As long as everyone is on the same page though, you can do literally whatever Oh, totally. I'd probably allow them to ride the elephant for a little bit, but eventually there would be inevitable logistical issues (where the fuck do you stable an elephant when visiting the city???) I'm really enjoying my the current campaign I'm DMing because it is just what you say - players and DM playing off of each other and building a narrative. One of my players frequently uses Speak with Animals frequently, so I have to play the voice of deer, squirrels, etc... They kill random/important NPCs, and so I have to work to build around that, and it's plenty of fun for me without going so far as to intentionally obstruct them. If anyone has any good ideas for a good puzzle/challenge/funhouse room, I struggled coming up with an extra room for their current dungeon. Something fairly simple that doesn't necessarily have to have any fighting. Currently, the remaining rooms are: + Show Spoiler + -Room with a button, press the button and a visual timer starts. They can only continue on once the timer hits 0. -Room with a (living) door that has "The password is monkey" over it. The trick is that they have to get the door to say "monkey" to pass. -Boss fight - pretty much directly ripped from Phantom Ganon in OoT. Crazy wizard riding a Nightmare. Two phases - attacking out of paintings and then fighting the wizard. - Should they survive this, they'll get a +1 AC cloack and a Die of Fates (d100 - roll on Wild Magic table). They'll also find what they think is Dust of Disappearance, but will turn out to be Dust of Coughing and Sneezing A room with 4 stools in in. The door only opens when someone is sitting on each of the stools. Solution is to smash all the stools. Alternatively, just have two stools and the solution is to put one upsidedown on top of the other. Have 5 levers, each a different colour, and each can be in one of two positions. Every third time a lever is moved, a loud clanging noise happens, like old machinery. The noise doubles in volume each time it happens. A clue says "choose wisely." The door automatically opens the third time someone tries. An old dusty room full of winged flying keys with some old (completely normal, non magical) broomsticks in the corner. There's a thin layer of old feathers on the ground, which turn to dust as they're disturbed. If the characters sweep the floor a bit they'll find a pattern with (number of players -1) marked spots on the floor. If someone stands on each spot the door opens. The door closes as soon as someone steps off, but the last free player can prop it open with the broomsticks. That first one would be especially hilarious because there are only 3 players. I like all of these though. I'll file these away for "totally not stolen DM notes: | ||
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