Wanderer - horror character concept by Alexandr Malex
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Wanderer - horror character concept by Alexandr Malex
“L'amour ne périt jamais”
d&d 5e ranger idea:
roll a gnome beastmaster and get a giant frog companion
giant frogs can swallow small creatures, like gnomes
train it to swallow you without harming you
construct a gnomish clockwork periscope and snorkel
climb into your giant frog and hide there all day every day
in combat, pop out and fire arrows then pop back in
enemies look where arrows came from but it’s just a frog
for bonus points, use minor illusion or ventriloquism to speak through it so everyone thinks you’re a giant awakened frog
also take the charlatan background
trick a prince or princess into believing you’re a cursed noble
have them lavish you with jewels and finery
flee from the angry mob after they kiss you and nothing happens
Drow in the rain by sagasketchbook
When one of the players starts becoming a Rules Lawyer
The Angry GM teaches you how to run RPGs
Scott “The Angry GM” Rehm espouses wisdom weekly on how to run tabletop roleplaying games. D&D in particular, but most of his advice applies generally. I want to start running D&D games again, and I be very good at what I do. So, for my own assistance, and here for anyone else who might like it, is an index / introduction to The Angry GM’s articles, organized in a way useful to me. Maybe it’ll be useful to you too.
Running Games
The very basics
Using a skill system
Adjudicating Actions
Narration
Social interaction
Improvisation
Improvising rules
Improvising story
Important skills
Pacing
Running your first session
Session structure
Recapping
Non-player characters
NPCs in the party
Questgivers
Unexpected NPCs
Opportunity costs and trade-offs
Dealing with death
Your Game Mastering credo
Different kinds of fun
Engagement
Adopting a new group
Published modules (when I won a prize for being “the least worst person ever to Ask Angry Anything!”)
Planning and preperation
Tone and what’s possible
Atmosphere
Creativity exercises
Campaigns
Plot Arcs
Starting a campaign
Adventures
Exploration lessons from Metroid
Adventure basics
Structure
Resolution
Motivation
Backstory
Challenge and difficulty
Three types of structures
Linear
Open
Branching
More on sandbox games
Coming up with ideas
Mystery stories
Making wilderness travel matter
A fragile premise
Rest in regard to adventuring days
Faction powers and planning
Scenes
Types of scenes
Opening scenes
Exposition and exploration
Who, what, when, where, and why
Building scenes
Encounters
What makes an encounter
Building encounters
Traps
Interaction in encounters
Combat
Combat basics
Enemy combatants
Battlefields
Building combats
Managing combats
Building the Megadungeon
Intro
Adventuring days
Awarding Experience Points
The critical path
Gating
Backstory
Plot and story beats
The master plan - math
The master plan - plot
Flowchart
Mapping encounters
Trashing work
A map
Map tour part 1
Map tour part 2
Design philosophy
Asset libraries
Random encounters
Reward and punishments
Map rules
Other interesting thoughts
Defining roleplaying
The Metagame
It’s your fault
When you can’t lie
Experience points and rewards
GMs and players are playing different games
Passive and active skills
Abbreviating stat blocks for D&D 5e
Alignment
City mapping
How to publish D&D content
Reflecting on D&D 4e
Probability
Slow decisions
What’s a class good for? (Which might suggest you could change what classes are available for world building / tone purposes)
Running a game for an evil party
The non-problem of comfort zone / Too much loot
PC conflict
That guy who loves to annoy the party
Alignment again / Encounter balance in 5e
Try to make Intelligence and Charisma not terrible
Psionics (and tone)
Critical hits
Damage rolls
If you like this, consider supporting his Patreon (I do, but only a little). I’m not affiliated with The Angry GM, just a fan.
Scott, if you happen to read this, thanks for all you do!
Pixel art by Mark Ferrari (*) (**)
Skyrim’s Daedric Artefacts by ALVIG
can someone explain the alignment chart for me but in like, the simplest wording possible lmao
lawful good: i want to do the right thing, and following society’s rules is the best way to do that
neutral good: i want to do what’s right, and i’m willing to bend or break the rules as long as no one gets hurt
chaotic good: i’m willing to do whatever it takes as long as it’s to do the right thing
lawful neutral: following the rules of society is the most important thing, and that matters more to me than doing what’s right
true neutral: i just want myself and the people i care about to be happy
chaotic neutral: i want my freedom, and i don’t care what i have to do to keep it
lawful evil: to impede the protagonists (in whatever evil way) is my primary goal, but i follow my own code of morals even when it’s inconvenient
neutral evil: to impede the protagonists (in whatever evil way) is the my primary goal, and while i’ll do what it takes to achieve it, i also won’t go out of my way to do unnecessary damage
chaotic evil: i relish in destruction and want to do as much damage as possible while i try to achieve my primary goal
Here is a handy visual guide I made a while back. Part of my intention was to show the variety of ways that each of the alignments can be represented:
You can see/reblog my original posts here, here, and here.
BEST ALIGNMENT CHARTS EVER.
Is make a strong argument for Magneto as chaotic good, but these are fun
The best-written Magneto is chaotic good, but, really, you can fill an alignment chart with 9 Magnetos.
LG: New Mutants Headmaster Magneto NG: 50′s Israel Magneto (See also: Age of Apocalypse) CG: Post-Schism Pre-AvX Cyclops-Team Magneto LN: Ruler of Genosha Magneto (See also: House of M) TN: This is probably the hardest, as Magneto having A GOAL is one of his few lodestars CN: Recent-series VENGEANCE! Magneto LE: Mutants Must Conquer Humans to Survive Magneto NE: Leader of the Brotherhood Magneto CE: First Appearance Magneto
D&D Environmental Factors
image credit: Carl Frank
Do your D&D combats seem stale? Do players just rail away endlessly with cantrips and weapon attacks? Well it might be a boring environment that’s the culprit. If players have nothing to interact with, they can’t make creative plays! So here’s a list of interesting hazards and interactive objects for your battlefields.
Environmental Factors for Encounters
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