Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

By this time I'm tired of the party's PVP bullshit derailing the campaign, there's been no plot for the last 3 sessions because the party are all plotting against each other. The previous session one of them tried to get the others eaten by a purple worm on purpose, coming close to a TPK because said worm was a serious threat to them even if they were working as a team.

This reminds me of a TPK in an old 5e game where the party had split in two in a decrepit mansion in Waterdeep that we were being forced to search for a macguffin.

I did not know what a will o' the wisp was either IRL or IC, so I released the thing from a containment grid and was instantly critted. The character accompanying me took it out, then robbed me and shoved my body into a fireplace. He set off a poison gas trap less than five IRL minutes later and had no one around to save him, so he died as well.

Meanwhile, it turned out that one of the PCs in the other half of the party had had his brain replaced by an intellect devourer, and he had notified the DM in advance of the session that he was going to try to subdue any party member who was alone with him. He was killed by the defending character, who then robbed his dead companion and tried to flee, but the thugs who we were working for attacked him as soon as he left the mansion emptyhanded and beat him to death.

The table LOVED this. It was the first of three TPKs we had in Waterdeep before the group broke up.

You're the DM. You are the one who decides what the dice rolls mean.

Sooner or later there have to be consequences for their actions that are greater than personal injuries that are instantly healed with some goodberries, especially if they're fucking around for three sessions during such a pivotal moment in the campaign.
 
But there are. If, as the DM, you don't shepherd them toward the kobold areas, that's on you. KotB is supposed to be a place for players to learn basic D&D skills like "look before you leap" and for DMs to learn basic D&D skills like "drop breadcrumbs and make options clear." I've never had this module fail with players.
Instead of dropping heavy handed hints as the DM, I'd generally always have an NPC accompany them who always gave good advice, or at least would say things like "I'm not sure this is a good idea." They could ignore him but it rarely turned out well.
It's been a while since I read it. I forget what's outside the caves to point them one direction or another. I vaguely remember someone tells them to stick to the lower caves, but I don't remember the specifics.

The problem I had with those kinds of adventures though is those aren't the lessons the players took from those bad encounters. Instead of taking it as a queue to improve their tactics, be more careful, or have a backup plan for if dice don't go their way, Instead they make the assumption they need to grind like a video game.

Yeah, I'm thinking I'm not going to waste my time watching some random D&D sloptubers you like.
I'll do it.
Skipped the 1 hour 20 video just discussing subclasses.

Standard Ravenloft stuff. It seems like all the settings are getting an update for 5.5?


New subclasses
*YTer says "they can used in any campaign". I guess this guy doesn't like DM freedom?
New feats, etc.

Playable werewolves or zombies

Cthulhu has a stat block.
The mist/fog that traps in you Barovia has a stat block now so you get fight off being taken to a domain of dread?
Vampire mind flayer stat block.

Bastions get new stuff, including liminal spaces.
(I hear bastions are one of the best things in 5.5 dmg, but never looked into it as I don't care about 5.5, but am tempted to pirate just for those pages)

*YTer goes into his fanfiction
29 mins in. Wheelchair user in Ravenloft from Van Richters Guide to Ravenloft
 
Yes. Please post a summary of the content of the videos and why they are worth taking the time to watch instead of just youtube links expecting us all to waste two hours listening to the blathering of retarded influencers as you did.
How about you watch it, summarize it, give your thoughts, and then ask us since that would be an actual conversation.
Yeah, I'm thinking I'm not going to waste my time watching some random D&D sloptubers you like.

Well, not the best at reviewing books myself, but I'll go ahead with this. Not very familiar with Ravenloft myself, so... this is me flying blind.

EVERYTHING IN RAVENLOFT: Horrors Within ~ Review

Book opens with a fairly standard explanation of the Domain of Dread, giving us an overview of the Mists and such, entering the world, that sort of thing. Gets into character options fairly quickly; first with the seven new subclasses - as he didn't actually bother to describe the subclasses here, I'll be covering that later.

He dipped into backgrounds next: first is Haunted One, which is the original backstory from OG Ravenloft (character was involved in a very dark event previously, plot hook sort of thing). Second is Investigator, which... is basically just Inquisitor from Forge of the Artificer. Third is Mist Wanderer, which is specific to the setting, about playing some chucklefuck that specializes in exploring the Mists. Last is Spirit Medium, which is centered around conversing/dealing with spirits - the last two backgrounds have some talking points about Dark Gifts, which are abilities gained from pacts with evil creatures - discount Warlock stuff, essentially. First one this guy reviewed was Living Shadow, which... makes your shadow come to life, can cast Mage Hand for you, will occasionally try to take control of your body... honestly pretty boring. There's also Watchers, which is basically a pack of vermin monsters that constantly follow you around, giving you access to abilities like Speak With Animals and being able to see from their perspective... but can also overwhelm you with sensory overload, giving you disadvantages on rolls.

Honestly, pretty mid. Wasn't exactly expecting Vile Darkness here, but I'm still let down.

Up next is the new races: first is Dhampir, which he didn't bother to explain in the video, but have a rather large chunk of powers and abilities including increased climb speed, draining life from enemies with melee damage, some darkness-related powers, etc. Next is Hexbloods, which are people infused with Fae/Eldritch magic - they look like Tieflings, because of course they fucking do, and also have the rather broken trait of being able to hear/see things up to 10 miles away using an innate magic skill. Then there's the Lupins, which are not the werewolf-hunting wolfmen from 3E, but are instead unlucky people that were able to partially resist the lycanthrope condition, getting stuck as wolf people - they're basically just a reskin of the Leonin from Theros, stat-wise. Lastly there's the Reborn, which have a metric shit-ton of resistances and need things like air, food, etc. less than normal people.

So, yeah... not exactly balanced the best, ironically the Lupin's probably the easiest to run with the typical party. The other three give me Ebon Tides Bearfolk vibes.

Anyways, now we're going into the DM side of things; firstly, talking about the different domains of Ravenloft... or, at least, about 17 of them. Unfortunately, the reviewer didn't exactly go into much detail with... any of them, mostly just gushing about how much he loves the setting, giving a description of each of them, along with their lords, along with suggestions for creating your own versions of both. We also got a very small amount of info about other domains, such as the Carnival - and I do mean a very small amount of info, as in about 2 paragraphs to each, maybe a map. Then the guy dipped into the chapter dedicated towards actually running a game; again, not much going on here, just an overview of how to set up the mystery, how to escape, some artifacts, again, honestly all fairly boring stuff. Some talk about NPCs in Ravenloft, like the haunted riverboat captain lady, as well as bastion stuff for whatever reason.

We also got a chapter dedicated towards actually creating our own Domain of Dread; this... already got covered a bit in the previous bit, so this is just padding, really. At the very least, if you want to make Yharnam...

Aside from that, the guy delves into his own history/fanfic with Ravenloft, some talk about monsters available in the new book, including literal Cthulhu for whatever reason, before the guy's review just... ends anticlimactically. I might write an actual, proper review of the book once I get a chance to take a proper look at it myself, but... honestly, not that impressed, feels very much watered-down. Fuck, I'm a complete bitch when it comes to horror, and even I thought this was weak; give me a proper Vile Darkness 5E book, you weak-minded fucks!

As for my thoughts on the book so far; again, I'll need to do a proper review on it once I get the chance, but... it's not looking good. While I don't know much about Ravenloft myself as of yet, I can already tell this isn't exactly the best opening for it; races are poorly balanced, setting's a bit dry, and there's a lot written but not a lot actually being told.

I'll make a separate post for the new classes; this one's bloated enough.
 
I'm done with D&D. 5.0e was barely tolerable but I'm not touching 5.5 or any of WotC's bullshit any more. Next campaign will be Pathfinder. It's just as lame and gay as D&D but at least it's a better system, and Paizo don't keep ripping bits of their own system out and selling them back to you.
Avoid using Mythic rules as players will be too powerful. If you do use it, look into using Legendary Games books with it. They have some good ideas on how to not let players go around one shotting your campaign. I would also avoid Pathfinder 2nd Edition. Though the monsters can be used pretty easily.
Welcome to player characters. Enjoy the results of your retarded bullshit you DUMB MOTHERFUCKERS.

This is what happens.

Are you aware of the dumb shit that happens when you act like stupid bastards?

(Usually no.)
Quickest way to die in my games is to either act like a retard or not think things through. It's rare for monsters or NPC's to kill you as players tend to be their own worst enemy.
 
As for my thoughts on the book so far; again, I'll need to do a proper review on it once I get the chance, but... it's not looking good. While I don't know much about Ravenloft myself as of yet, I can already tell this isn't exactly the best opening for it; races are poorly balanced, setting's a bit dry, and there's a lot written but not a lot actually being told.
TY.

So sounds like its more 5e sucking the soul out of settings they stole from the Evil Racist Whitemen they try to memory hole.
 
The table LOVED this. It was the first of three TPKs we had in Waterdeep before the group broke up.
Reminds me of another TPK we had years back
I was playing a psionic, my friend was a thief, the other was a lg fighter. The other one was a mage.
The mage was miles away from us, so we needed to find our way to a meeting place.
I decided to roll randomly to see which hex our party was going to move (we were drunk irl) so we instead find ourselves in an orc. encampment.
We did not die but we were heavily injured so i decided to betray my teammates. I killed the warrior, thief killed the remaining orcs and attacked me, but i managed to kill him as well. But i betrayed them for nothing lol.
Mage found me and tried to kill me but i killed him as well.
I was very injured so i drank a potion given to me by the thief days ago when we first started our journey.
That was no potion but a poison he crafted and gave everyone for the lolz.
I died.
This is the most fun i had in a rpg.
 
I feel like the Venn Diagram of campaigns ended retardedly and PCs deciding to betray/attack each other is basically a single circle. A friend was telling me that his one long drawn out campaign has been imploding because one player is just being a chaotic retard and agitating other PCs to the point that they're like, if he wants to kill me whatever I'm done, don't care.

Feel like this is a classic case of the DM not reining in disruptive players. Should be easy too since everyone knows each other and you should just be able to say take it down a notch, Jerry.

WotC is so cucked that they're absolutely terrified (ironically) of making a properly spooky Ravenloft because that would possibly result in upsetting one or two trannies on twitter. They should just slap a Parental Advisory warning label on it or wrap the book in butcher paper like how they had to sell American Psycho back in the day and say, shit's fucked in here, watch out. Probably would sell like hotcakes but alas, the grey gooification continues and forces you to go through and break pieces off to get those sharp edges back.

The alt-cover looks kinda cool though.
 
I assume that they did not undo 5e Ravenloft making the sexist warlord, whose domain is surrounded by lands ruled by effeminates and women he somehow can never conquer, into a woman. For me, that showed how much they missed the point of the character and the entire setting.
 
Instead of taking it as a queue to improve their tactics, be more careful, or have a backup plan for if dice don't go their way, Instead they make the assumption they need to grind like a video game.
I was lucky enough to have a small group of players who were also all DMs too, and we would attend each other's games and try to break them, so while they would sometimes have catastrophically bad ideas, they actually would usually learn from them.

My favorite game-breaker was a gnome illusionist/thief. By myself, I snuck up past the party, without a single combat, I stole the MacGuffin and took it for myself and ran off with it. Needless to say, everyone was pissed and the DM banned me from ever playing that character again.

And I was like "I dindu nuffin!"
 
What the Fuck is the Trevor Project? Foundry are taking a portion of any sales made on the Foundry Market Place and giving it to some LGBTQWTFBBQ organisation. So if you want to buy anything, try to hold off until after June, I guess.
Anti-suicide queermo group.
 
Anti-suicide queermo group.
I'd bet money they have the exact opposite effect that they claim.

Mixed up kid: "I'm worried I might be trans, I'm scared, I hate my body."

Correct response: "It's a cult. Lets help get you out of it and around normal people and healthy activities".

Bad response: "Come closer, little one. Let us help you find your community. And these hormones will make you feel right about your body..."

I know which I'd expect from these guys.
 
What the Fuck is the Trevor Project? Foundry are taking a portion of any sales made on the Foundry Market Place and giving it to some LGBTQWTFBBQ organisation. So if you want to buy anything, try to hold off until after June, I guess.

Suicide hotline but cartering to fags that includes "education resources" (read: propaganda) for faggots and teachers to indoctrinate kids about faggots. Its named for some faggot who an heroed about not having his love of cock validated by the rest of the world. My memory was faulty. ITs even gayer than that. It wasn't even a real faggot, it was a HBO show about a faggot named Trevor coming out as sodomite and attempting suicide. The show runners set up a hotline for faggots who might watch the show and be triggered. This became its own faggot propaganda factory.

Pretty much every corporation does some sort of Queerfellation in june. So while I take note of the ones that really drop to their knees for homos, like HelloFresh helping faggots ensure their colons are sparkling clean for the 20 cocks they're taking every weekend, I let the the ones going through the motions "Rainbow logo" and "love is love" or "Happy Pride" roll off like water from a duck. But do in general try to hold back spending as little as possible during faggot month unless the company is 500% based.
 
Última edición:
Been researching BRP and GURPS for awhile lately and i'm overall interested in general-purpose classless horizontal progression kind of system, and i've got a question. Is it worth it? I mean, i don't mind reading another bunch of core rulebooks. And if it is - which one's better?
 
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