I still fondly remember Howard's Prandial Palace, somewhere deep in the depths of Schlock Mercenary. Shown as it was, from a distance, that looks like a couple of wine bottles and some wineglasses on a tray. Surely nothing but a wild architectural coincidence. :-)
06.03.2026 23:45
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Favourably?
06.03.2026 11:52
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and designers and GMs can fall into the error of striving to model real-world stuff that they shouldn't be emulating.
06.03.2026 10:57
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'Realism' in an RPG almost never means faithfully modelling actual reality. 'Realism' in an RPG means faithfully capturing the spirit and tone of the intended setting. For a superhero game, that's obviously not going to match the real world, but for some settings the differences are less blatant,
06.03.2026 10:56
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Subtle gaps and holes in rules, and undesirable consequences arising from them, can take years of play to expose, and can slowly poison a game - or cause it to diverge from the designers' intent - before anyone notices. And even when spotted, successfully articulating the problem is a separate issue
06.03.2026 10:52
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... Goals first, lives as a secondary. How's that ?
05.03.2026 11:23
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That's why the below is an expert-level tip. Don't threaten the PCs' lives, threaten their goals. NPCs can do that just fine.
bsky.app/profile/full...
05.03.2026 11:16
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See also: bsky.app/profile/beho...
Those tips work just as well for adults
04.03.2026 22:49
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into your preconceived lines.
04.03.2026 22:30
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you spent hours working on. Unless the boss gets the hump at being upstaged and leaves in a huff, in which case he might get a reputation as a sulky prima donna. Memorable, but not what you intended. When those things happen, it's generally more fun to roll with it than trying to force things back.
04.03.2026 22:30
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rumour told by a third party - any of those could work, but to a degree you have to run with the ones that DO work, and accept that that's not necessarily the NPCs you were hoping would stick. It's entirely typical for PCs to fixate on the one cowardly goblin guard and largely ignore the scary boss
04.03.2026 22:28
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a game script I read with one of the players. I played the boss, the player played his sycophantic 'loyal' lieutenant for a few minutes. Thing is, you don't know what's going to stick, so an accent here, a cool prop there, a physical mannerism, a notable quote, some background music, a scurrilous
04.03.2026 22:26
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Iron Man, a techie girl with cybernetic hair implants whose colour she changes ever few days, a group of very generic security guards who suddenly commanded the PCs' attention much more effectively when they showed up for the /second/ time, a superficially affable East-End style crime boss who had
04.03.2026 22:24
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Variety. Accepting that you can't make them ALL memorable, or control reliably which ones actually click with the PCs.
Recent memorable NPCs have been a sleazy information broker whose theme song is Dirty Deeds done Dirt Cheap, another information broker Droid who looks a bit like a discount
04.03.2026 22:21
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I should say, this is for an /action/ campaign. For campaigns which are emotionally grounded, the story arc may be quite different. I don't have any strong insights on that, but if I come across any I'll post them.
04.03.2026 21:56
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Even in StarΒ Wars, itβs possible to run out of βupβ. In campaign B, the local climaxes will seem bigger by contrast with the surrounding lower-key scenarios, and the campaign will βfeelβ more epicΒ overall.
#ttrpg 6/6
04.03.2026 21:49
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great victory in EpisodeΒ IV, EpisodeΒ V was TheΒ Empire StrikesΒ Back.) Dialing things back for a few scenarios resets the tension, and allows you to reintroduce some higher-stakes elements later without constantly having to outdo yourself.
#ttrpg 5/6
04.03.2026 21:49
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and maybe do a bit of roleplaying. In campaign A, the pressure just rises relentlessly, and thatβs hard to sustain over the longer term.
If you blow up a Death Star in EpisodeΒ IV, how do you top that in episodes VβIX? (GMs should take good note that in the movies, after the Allianceβs
#ttrpg 4/6
04.03.2026 21:49
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In campaign B, the difficulty fluctuates a bit β 1 2 6 3 4 7 2 5 9 10.
Campaign B is likely to be more satisfying, because it has a couple of mini-climaxes, and a lull in the middle where the stakes are slightly lower again and the characters have a chance to relax a bit, take stock,
#ttrpg 3/6
04.03.2026 21:46
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failure) should creep upwards. But there should be some variation. Imagine two campaigns, each lasting ten scenarios, and with the scenario difficulties ranging from 1β10 on some arbitrary scale.
In campaign A, the difficulty escalates linearly up to a climax β 1 2 3 4 5 6 7 8 9 10.
#ttrpg 2/6
04.03.2026 21:46
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#GM tip of the day
What makes a campaign a fulfilling one?
Getting the campaign power level right is important for your and the playersβ enjoyment. The first few scenarios should start off reasonably low-key, but over time the difficulty of the scenarios (and the consequences for
#ttrpg 1/6
04.03.2026 21:44
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In the Skyrim setting of Tamriel, when a Khajiit pushes a breakable item off a shelf or other high place, this is known as a Puss Ro Dah.
#dailylie
04.03.2026 16:24
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If it's an in-universe map, a prop representing an item owned by the PCs, then it doesn't have to be accurate :-)
04.03.2026 15:59
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inhabitants do like it, very very much) then it reflects very poorly on you, very like Dubai. Which makes it topical at least :-)
Other planets, there's something nice for everyone, but these two, in their different ways, are the worst I've come up with.
04.03.2026 11:24
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Reuss VIII is a polluted industrial hellhole of a world. Everyone's miserable; the only difference is in degree. Hard to think of anywhere worse. Pleasant Islands is a corporate world which is superficially nice but soulless and bland in every possible way. If you like it there (and most of its
04.03.2026 11:22
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In this very thread we have someone saying "Taking your foot off the brake is the command." and not seeing the inherent problem with that
03.03.2026 23:35
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User interface design is a subtle art. Car companies used to excel at it, but the institutional knowledge is being lost as older staff retire and the new hires (and let's be honest, most people) don't appreciate which aspects of UI design are good practice and which are not.
03.03.2026 23:33
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The Mod Archive v4.0b - A distinctive collection of modules
Oh, now you've reminded me of the Mod Archive
modarchive.org
Haven't been there in ages.
03.03.2026 21:14
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chat is it bad when one of the FAQs on your products webpage is βis this a jokeβ - commenter Dawn on OP
03.03.2026 18:25
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Sausages need close supervision. You should let your resident expert handle this.
03.03.2026 18:15
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