My name is Jared, and I've been playing D&D for about 30 years. This game has given me immeasurable joy.
I’m excited to lean into it more in my upcoming games.
I’m excited to lean into it more in my upcoming games.
@dodo-decahedron.bsky.social does a great job of outlining their interpretation of OSR philosophy and include so many excellent links.
@dodo-decahedron.bsky.social does a great job of outlining their interpretation of OSR philosophy and include so many excellent links.
They can earn victories and re-roll initiative between them.
They can earn victories and re-roll initiative between them.
I made a “translation” guide for my players (i.e. polder -> halfling; hakaan -> goliath; etc)
Working great so far.
I made a “translation” guide for my players (i.e. polder -> halfling; hakaan -> goliath; etc)
Working great so far.
For 5e encounters I would count each "wave" as its own encounter in terms of balance. I'll try that approach and see if it's too hard or too easy.
For 5e encounters I would count each "wave" as its own encounter in terms of balance. I'll try that approach and see if it's too hard or too easy.
I agree with Sly here; the way players interact with the world has to be more than just die rolls.
I agree with Sly here; the way players interact with the world has to be more than just die rolls.
I’ll see if my Draw Steel Rime of the Frostmaiden players are interested in setting goals for their characters.
It’ll be interesting to adapt the module to a proactive approach.
I’ll see if my Draw Steel Rime of the Frostmaiden players are interested in setting goals for their characters.
It’ll be interesting to adapt the module to a proactive approach.
But according to their style, I’ve always built my campaigns in a “reactive” way. The players have a backstory and I tie their history to the campaign. But they’re still reacting.
But according to their style, I’ve always built my campaigns in a “reactive” way. The players have a backstory and I tie their history to the campaign. But they’re still reacting.