I would say that many Mind Flayer villains are quite interesting because they are Mind Flayers.
@sopuli.xyz
I was part of some exploration guilds in World of Warcraft with the aim to explore every inch of the Azeroth, get beyond every instance border and just climb hard terrain even if there was an easier way up.
The Crew -games would be pretty similar to The Game.
Multi-session cooperatives:
Single-session cooperatives:
You can also use search like this to figure out something that really fits to your table (Might take long to load!): https://bggbester.netlify.app/...
This is hard one because most of the one shots are just awful as they rarely include any guidance to how to run them in short of time. At least every one shot should include a guidance of how and which parts to leave out when time is running out.
So the best ones are usually systems designed for one shots without separate scenarios but assuming you are asking about those the most palatable one has been DnD 5e adventure Sarah of the Yellowcrest Manor from Candlekeep mysteries. The middle part can be pretty much skipped if the time is limited, there is at least some guidance on how to run it and the end dungeon is short and sweet.
Trajectory of Fear is a must read: https://nerdsonearth.com/...
And it's really important that the table has at least somewhat common understandin of what kind of narrative they are trying to achieve.
Use every opportunity to turn planning into information gathering.
I try to use every opportunity to stop the planning "phase" of the game and go to the information gathering before continuing the planning. This can be pretty much any unknown that the characters bring up, like some if -statement in their plan, some fact they are unsure about etc.
The information gathering might be anything from a simple skill check to a full adventure and after that we go right back to the planning.
This has removed a lot of planning hours that wouldn't have had anything to do with the situation they are going into.
Noita tietoja käytetään onnellisuuserojen selittämiseen.
Itse onnellisuus kuitenkin mitataan vain pyytämällä vastaajia asettamaan itsensä asteikolle 0-10, jossa 0 on huonoin mahdollinen elämä ja 10 paras mahdollinen.
The Alexandrian has vast amounts of posts about it: https://thealexandrian.net/...
Kyse on juurikin uskon asiasta, tässä uutisoidaan asiaan liittyvistä uskomuksista, ei siitä että mitä tapahtui.
Noin muuten tän aiheen ympärillä olevasta uutisoinnista tuntuu jotenkin aina jäävän täsmentämättä se että laboratoriosta leviäminen ja luonnollinen alkuperä eivät ole toisiaan poissulkevia ja vastaavasti että jos alkuperänä olisikin laboratorio ei se tarkoita suoraan että virus olisi siellä tarkoituksella kehitetty tai muokattu.
You really can't fix it by artificially nerffing because assuming that the platform has random enough dice (which is most likely does for any real needs) the fact that they have thrown poorly before doesn't mean that they will do so after your changes.
I don't know how you are keeping track of the rolls but if you aren't, I would first try that to truly see if it really is the case that the rolls are lower than average. Our memories of things going poorly aren't objective and tend to enlarge amount of bad outcomes.
I would say that most of the wisdom in Trajectory of Fear (https://nerdsonearth.com/...) would work here as well even though it's about Horror.
If you think about the steps presented there as of Unease, Suspicion, Anticipation and Revelation then the advice should work really well.
"I can’t really do the same with my homebrew world which has very little in common with the real world." I don't think that is necessarily true but it requires the players to have a proper understanding of what is normal and expected.
Juurikin näin ja tätä eroa valitettavan vähän korostetaan uutisoinnissa.
Kyse on juurikin uskon asiasta koska ei nyt tiedetä mitä tapahtui joilla eri todennäköisyyksiä. Siispä ei voida tietenkään uutisoida siitä mitä tapahtui, ainoastaan uskomuksista siihen liittyen.
Quite the opposite. My two main hobbies are tabletop roleplaying and spending time in nature and both of those have an experience space that can't be explored fully in one lifetime.
I'm often even confused when people seem to think they need to travel far to gain new experiences and I haven't even fully explored the nature just outside of my apartment.
Yeah, it was really a challenge to do that at first but when everyone agreed that our planning took too long and we decided to do this, it has become quite routine for us to notice when planning triggers the information gathering phase.
And as players are getting more familiar with this, their planning has changed as well. The focus of planning is now more about coming up with relevant sources of information than trying to anticipate the future.
thanks for using Leebra!
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