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sirblastalot

sirblastalot@ttrpg.network
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Then the US flag will become Jeffrey Combs.

Not like, a picture of Jeffrey Combs. Just a spare one, clinging to a flag pole.

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Elves just get really into coffee for a couple centuries. Their covid bread-making phase lasts until at least 2400.

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“You go to ask your Grandpa about it. He tries to explain but is so fucking racist you can’t even tell if he’s still speaking common. In between gibberish that’s probably old-timey slurs, you pick out something like ‘follow the quest hook’ and ‘the dm already told you where to go’”

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“Nah roundears I wrapped it up”

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“Yeah, I had to spend 50 doing your mom. And 50 before that for her mom, and her mom…”

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Mom and dad have 900 years of savings in the college fund.

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Battlemaps are good if you’re going for a swashbuckling or strongly tactical feel. I like to say ‘your players can’t swing from the chandelier if they don’t know there’s a chandelier.’

Battlemaps are great for a certain aesthetic (in the the game design sense of the word) because they allow you to add things for players to improv with without explicitly enumerating a static set of options. If you draw the inside of a tavern, when the tavern brawl breaks out they may do something that surprises you; “Can I throw the bottles at him/flip over the table/dive behind the houseplant/throw him out the window/etc” Whereas theatre of the mind requires your player to either intuit that there would be a bottle on the table that they could throw, or you to explicitly say “and there’s a bottle on the table in front of you.” And if you tell them there’s something in front of them, they will laser focus on it and never even think to flip the table/dive behind the houseplant/etc.

Theatre of the mind is good for games that put the emphasis elsewhere. If the focus of your game is on entrigue, or courtly drama, or in a setting that’s highly improvised, that’s when theatre of the mind shines.

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I’m baffled by both the fighting in these comments and the overall vehemence. If you want to put a cool cursed item in your game, just drop it when the players are still too low level to have remove curse…or make it subtle enough that they don’t initially realize it’s cursed.

EDIT: NVM I just realized you’re all trying to ape the critical roll thing and didn’t plan for getting player buy-in or homebrew

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