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Joined 1 year ago
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Cake day: June 21st, 2023

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  • In a game a while ago there was a FtM prince turned hosteller. Left court and royal duties due to disillusioned and wanting to do actual good. But then they were a PC and quickly needed some help from granddaddy the king. I wondered what the king wanted in exchange. And it was clear - the royal line continued. In other words get an heir.

    I checked with the player that this was an OK path comfort and safety wise. Afterall one way to solve it was for the prince to get pregnant, force upon themselves a gender they did not want etc. We talked about it and had regular checkins.

    The moment that made this an awesome world building moment was when I realized magic impregnation wasn’t an impossibility. Nor pregnancies without the biological bits. Because Magic!

    Unfortunately we never to to that part before scheduling did its thing.



  • This brings us back to zones, a good middle ground. Draw rough map, or great map, and on it mark intresting combat zones. Some are separated with emptiness, others by obstacles.

    For example a tavern brawl. Zones could be the Bar, Kitchen, Common Room, Balconies, Private Rooms, Out Front and Out Back.

    Fighting on the Balconies could be tight, only one in width and with the risk of being thrown off it into the Commonroom. In the Kitchen there would be fire hazards, improvized weapons, knifes and the Stew. Not to forget other ways to spice things up in there. Around the Bar there would be some cover fighting someone on the other side, bottles to be broken and combatants to glide alond the bar for maximum mental damage.

    And so on. Make each zone memorable and with special features. Did I mention drawing it out really helps?



  • Depends on the system. Classical fantasy adventuring? Most if not all sessions. Adventure and Sword&Sorcery? Sometimes, half perhaps. Character drama? Very seldom.

    I look at how the system spends its page budget and use that as a guideline. If there is a chapter for combat, one for harm and recovery and one for combat magic then the system wants me to focus on those parts. Also I look at how the players/characters are rewarded and try to have each session hit several of those criteria. So if the only (reliable, non gm-fiat) way to earn rewards if through combat then you bet your sweet ass there will combats each session.









  • The mythology of my world is an interpretation of Glorantha. Pretty much near eastern bronze age. So there are Gods abound, with their respective cults. Most/all cults have rites and mysteries for those deeply devoted. None have came up in play so they are secrets even for me.

    A set of secrets/mysteries that I’ve started working on are the Nysalorian secrets. According to Gloranthan lore when Nysalor was born/created Time stopped to allow the birth. So yeah Nysalor is a big deal. The Nysalorian secrets I’m divining are about the nature of Godhood. I don’t know how deep I want to go with them, I could make them the very blueprints of Creation. Perhaps I should tie them to my meta-loredump mystic society/cult Followers of the Blind Idiot God.




  • I take two to three real world languages that help reinforce the impression of that culture and mush them together. From that I take either similar sounding names or similar meaning names and see what feels right.

    I had a game centered on a culture with a (generic) slavic feel that during the last century or so been heavily influenced by the “fancy” “high class” totally not french. So I took slavic names and then either frenchified them or just added french parts (or whole names). Especially true for aristocrats and cosmopolitan folks. The poorer and the more rural the less the french influence was felt which created a nice social dynamic.

    In that same game there came a need to name characters from the neighbouring fading empire. And what empire is more empire than the english so that became the base. But we wanted a more tonal shift from just english. As we looked at the culture of that empire we wanted it to be a bit in opposition so one of their defining traits became meritocratic. And somehow we felt adding an east asian melody to the english names would fit. So triple- and quadruple- names it became such as Jane-Ellen-Nicole. And no surnames, only titles.



  • Another thing that makes Oracle / Seer / Diviner characters difficult to GM for is that you need to know things in advance, where the adventure leads to etc. As one whose GMing style leans heavily into Play To Find Out that sort of characters is kind of counter to it.

    That said it is highly dependent of what the player want out of such an archetype. If it is a flavour for how the character solves problems I’m all for that. Touching an item to get a vision/impression for something (adventure) related to it go ahead. That is not too different to other ways of investigating. But the player who wants those powers to get “quest markers” or to completely negate obstacles (“hurr durr I have foresight so I’ve seen the ambush”) gets hard noes from me.

    Also agreeing with @dumples@kbin.social, D&D 5e Divination wizards are very well made and the divination spells work well in those kind of worlds.