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Good Dice Rolls, Bad Ideas

@nikplaysdnd

D&D blog for Nik, formally an rpgideas blog back when that was a thing
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toskarin

me: if I become the evil overlord I will never harm my minions

[5 years later]

highly throwable imp: hoohoohee

me: hmm

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githvyrik
Anonymous asked:

Excited about the Zariel headcanons. I’m a dm who isn’t running avernus but Zariel became plot relevant to one of my pc’s personal arcs, so I wanted to consult someone with a lot more knowledge and opinions about her than me. Thank you again!

Hiiiiiiiiiiii I'm so sorry it took me so long to get around to this but here it goes. Also tumblr ate your original ask when I tried to post this the first time #cringe. Fair warning I do not refer to the Nine Hells in a consistent way through this post. (also I know like 2 of my players are on here but they're not super active but if you happen to read this then KEEP SCROLLING lol) This is like 7.5 pages of me analyzing a villain from dnd admittedly a bit too seriously and I think that’s really cool and epic of me 

First off I want to clarify some stuff about the lore I'm using- I'm going off of what was established in MToF and expanded upon in DiA, BUT I've also taken a lot of inspiration from the Alexandrian remix of DiA (in general I'm following neither in their entirety I'm putting my own spin on them because I have issues with both the official adventure and the remix but we didn't come here to talk about that) plus my thoughts will probably evolve as I run DiA. Sorry this is kind of a ramble and DEFINITELY way too much info and also I don’t fully remember what I took from where and what I made up. The first part of this post is like an overview of her history (you can change whatever you'd like, of course, this is just for my setting), then at the end I put together some more disorganized thoughts.

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You’ve noted your distaste for the alignment system before, and I was wondering what you thought about using Magic the Gathering color identity in place of it. I’ve started using that in my own game and it feels much better

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Inspiration Station: Magic the Gathering

TLDR: I really like the color alignment system as it can communicate a lot about a character's moral outlook and general vibe a lot clearer than regular alignment can. I like it so much infract that my drafts blog uses MTG color combinations as a sorting system so I can find things that go together easier. That said, its an extra level of game knowledge for new players to understand/have to do be taught. Alignment is supposed to give new players an idea how their character might act, and it's a lot easler for someone who's never roleplayed before to wrap their minds around acts that are "lawful" or "good" than for them to try to guide their character in a particularly "Blue" direction.

While I'm going to go on a bit of a ramble about this, I'm going to start with an explination of what "Color Identity" is for all the members of my audience that haven't lost years of their lives and chunks of their disposable income to a particular trading card game.

In Magic the Gathering (MtG from hereon out), there are five "elements" of magic that encompas the bredth of existance, all with their own emotional and thematic cores and endless interpretations of what they and their combinations represent.

Anything from creatures to magic to places to civilizations can be found in some combination of these one to five colors, which in turn have relationships with eachother ( harmonizing with their neighbors while conflicting and complimenting with the ones across from them). This makes it a great shorthand from a design perspective, as it links together ideology, iconography, and gameplay into a palate that you can use to paint your characters and settings. There are quite a few "Using the color-pie in d&d" videos on youtube which I encourage you to check out, as they can do a much better job explaining the basics than I could do here.

Advice on how you can use this framework in your own games below the cut:

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I’ve been dming for a year straight, with my campaign now over thirty sessions in. Most of my attempts of dming crashed and burned after the first few attempts, and I gave up on D&D entirely. This blog actually logs that period pretty well.

So what changed? I’ve been wondering as my campaign’s one year mark is drawing closer, and I think I’ve come up with a few answers.

First, I took it way too seriously back then. I kept a whole five sectioned college notebook with a hand written table of contents like a fucking nerd! Not to say others shouldn’t do that, or that it’s a bad way to organize. But that’s not how I organize. It doesn’t work for me, but that’s how I thought the game worked. I tried to change myself to suit the game’s needs.

And that applied to the dming too. I tried to plan everything out in the same amount of excruciating detail, all long before it was even close to mattering. I overwhelmed myself with lore no one cared about, and I found the prep to be a stressful nightmare.

And so it wasn’t interesting, because I didn’t know how to make it interesting, I was too busy approximating the capital of the neighboring country. And so my players weren’t enthused, and so nothing really happened because none of us were really playing.

This time I tried to figure out how I should do it. My first decision was to format my notes like an internet wiki, because I remember absorbing page upon page of information through those and retaining it as a kid. It was how I’d study hyperfixation outside of just rewatching the source material. It’s kind of embarrassing when I say it like that but essentially linking related concepts together in a way that I can easily click through just works better for me than a school textbook.

Also, I prep much more minimally, relying on player feedback and decisions to decide how to prioritize my planning. Steering in the direction that gives the most enthusiastic response from my players usually keeps the story more engaging, and when they’re interest is so invested in the story, I get the motivation to do even more polishing to the story, ironing out details and making something I’m more proud of.

I personalize my writing inspirations too. My main dming inspirations are the Visual Novels of Ryukishi07 and long running shonen anime. Because of this, my campaign kind of seems like a character driven emotional intrigue story, but with shonen fights and the power of friendship. It’s much easier than the more High Fantasy Epics that I taught myself to emulate, and because it’s something I know better, I present it much better than I would something else.

In shonen, a lot of combat is simplified to rule of cool, where the characters featured are more powerful than anyone else by a significant margin. I use a lot of basic shonen logic when blurry on combat mechanics, because I think checking rules during session can drag encounters on. Most of the time I will allow for creative moves in combat with relevant and fair skill checks, sometimes rewarding them for their creativity with a bonus or advantage or something. It encourages them to think about what they’re doing a little more which makes it more engaging and exciting, and my combat descriptions are often lack luster because the math is difficult for me, so having the players describe their own turns and making them sound cool keeps it fun. As for how to keep it balanced when I regularly give them advantages and things that make them op? I make the enemies crazy op too. Shonen laws apply to the bad guys too, those are usually the ones with the most insane powers.

And the the visual novel works of Ryukishi are a major personal inspiration. The idea that a kinetic novel with no interactive elements being treated as a game, as you are genuinely challenged to take notes and put together information and learn is a really fun storytelling style, and the fact that his expertise is in complicated but utterly very human characters who you learn more about as you unravel the mysteries of the game itself, makes it even more powerful and personal. He writes his novels at a slow pace, taking his time with the small moments and the down time, things that help us to see ourselves in the characters, and to understand them, even when they’re not good people. It’s always amazed me about his works, especially considering how small his group was when he started. He created an entire universe because he wanted to tell a story in a game, and thats how it feels sometimes to be a dm, hearing my friends excitedly speculate on what might happen, or what they need to do, like I did as a kid reading those novels. It makes me get why someone could write the same series for 20 years, and keep enthusiastically making more.

So yeah, I basically just wanted to rant that I learned that the hole I fell in as a DM was forgetting to have fun myself, and I created a game where no one had fun. So this time I created a game where I would have a lot of fun, and I was lucky enough to get great players who have fun with me.

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It's been 4 years.

4 years.

I started this blog back on March 27, 2017 under the name Probablyadrpgideas during the early era of the RPGIdeas family. I made jokes about capitalism, pepsi, and sometimes rpgs. I started posting homebrew about 6 months later and have done so ever since!

I've come so far since then! About 6,000 lovely folks have joined me for that journey! Thank you all for everything!

Oh dang has it been that long?

It's wild. I'm gonna wither of old age into dust instantly when the blog hits 10 years.

"Remember the early days? When there were, like, 300 of us?"

Oh absolutely! Those miles long posts that were just each blog adding their themed addition to the original post.

Yeah lmao, I remember that, now barely anyone’s posting stuff anymore (including me 😅)

i just kinda went fuck it and now i post memes and cute animal photos and sometimes random stuff that happens in my games

its been a wild 4 years

You're so valid

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nikplaysdnd

Yeah, mine’s become more of a dnd art blog

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A friend’s character, an elf who wants to become a god.

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