“Jumanji” teaches DMs an important lesson on keeping players on track. If the original group of PCs don’t do what they’re supposed to just get two different players to come along and push the narrative along properly.


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“Jumanji” teaches DMs an important lesson on keeping players on track. If the original group of PCs don’t do what they’re supposed to just get two different players to come along and push the narrative along properly.
Concept: in a world where elves have secluded themselves from society, a handsome blonde-haired man with pointed ears and fair features befriends the party, claiming to be the last master archer of the elves. The party spots him shaving and have to make a history check to know that elves don’t have facial hair.
DM idea: if you own one of these or any of it's predecessors, use them to build your dungeon maps on the table. For example: have a laser pointing to a mirror that is attached to a servo motor. When a button is pressed in another room the mirror turns directing the beam in another direction. When it hits the infrared sensor, the door opens. It is a simple example but imagine the possibilities!!!! You could have really complex puzzles that the players can interact with and the level of immersion in your game will go up a notch. PS. This can be done also with an Arduino or a Raspberry Pi. With these the possibilities are endless but require a higher knowledge of circuit design and programming.
When you’re DMing, use the same passive wisdom/perception checks to determine if someone would forget their stuff or not if the player forgot to recall it or something.
For example, someone doesn’t say that they retrieve their scuttle buddy. Before they leave the area, ask for their wisdom if you notice they’re going to leave it.
or if they realize they never recalled it later, check with their wisdom to see if they did in fact forget it or not. I dunno, maybe do a roll?
Dnd idea:
Dm's two different dnd groups, but don't tell them. So group A is working up to something big, and group B is trying to tackle down a great evil. On the climax of both of the party's campaign, DM has them both arrive to the same session, it is revealed that A is Bs enemy and vice versa, and have to face each other in battle. Instead of the DM controlling the battle, it's both groups fighting each other for survival
D&D Idea:
Have your players make two characters. Same level, same class, same race. Roll ability scores twice. Give one character all the high rolls and the second character all of the bad ones. First gets decent gear, typical feats, and is planned out well. Second gets tons of flaws, shitty/gag gear, weird irrelevant feats, and skills that don't make sense. First has good backstory. Second has random/silly backstory. Now, start the game with one player. Roll a die, flip a coin, draw straws, do whatever has a 50/50 to choose the character that player will play with. Introduce each other player one by one into the story line as it goes along. Choose their characters the same way you did with the first player. The point is to have a silly, fun campaign with silly, fun characters. All of them might be the decently rolled character, all of them might be shitty one. You might have a whole party of competent people that have to deal with one fuck up (pray that he's not the rogue), or you might have a whole team of fuck ups that one unlucky guy has to keep alive and corral (pray that he's the healer). Any way this happens, hilarity will ensue.