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highlybread.bsky.social
Thea Adora, 27, she/her. historian of roman masculinity.
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These generators are Perfect!
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Im in general just a real big fan of telling my players to Save Against Doom!
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No one part of this is by itself revolutionary, but I really appreciate the care and intentionality that has gone into the easiest ready to use versions of these monsters. Im increasingly interested in these Epi-mechanics, that reinforce the aims of the central mechanics. Dolmenwood Nails them.
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In these examples, and also the entries for other monsters, entirely procedural encounters, we have them lightly tailored to both accentuate the monster, but also make it one option among many whether to let the scenario devolve into combat.
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3) A chance for heroics, where the party has the option of not engaging, although it will be tough after catching the lucid eyes of the paralysed captive family. 4) An ongoing combat, where the party can choose to pick a side, or wait it out and perhaps pick off the survivors.
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Instead we have 1) a trap ambush, which the party could simply ignore, if they are not tempted by the loot bait. 2) Ghouls out in the open, petitioning the party to collaborate, though whether to trust them is up to you.
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Going down the list of encounters however, they do not assume that an encounter with 1d6 Ghouls will be a combat the way it usually is.
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The listed encounters also give you standard scenarios default to the monster, which are crucially not immediate combat. while OSR says "Combat is a Fail-state", I have found it tricky to implement in practice, when the ticking clock to random encounters makes combat a question of when not if.
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If we look at the example of the Ghoul, the encounter tells you a lot about that kind of Ghoul it is. Going down the list, you can see that these ghouls are sneaky, can be negotiated with, can plan ahead, and are opportunistic scavengers.
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This by itself is nothing new, most random encounter procedures have a context or activity table to flesh out the encounter. What's special, to me at least, about the Dolmenwood, is how tailored they are to both the setting, and the specific instantiation of the monster.
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In the case of Dolmenwood, do you think it would be worth it to adapt specialized disasters to the Unseasons, or would they be either best suited to the mundane seasons or the unseasons are enough of a shakeup on their own?
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Im curious if you have thought of 'positive' equivalent of these large scale disasters, or if you see the players as the balancing force to these events making events making things gradually worse over time with each calamity.
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Why are you booing? He's right!
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Okay, here’s what I think Piranesi looks like as a 2010s indie game. Some perfunctory survival elements (fishing, crafting, using the tides table to predict the next tides), a very minimal UI, and you go around exploring this massive empty place with different biomes looking for clues etc.
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009: Origins
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Pretty!
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I miss Brazil so much!
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Heden had previously been Gotten bc of his known hatred for knights. Now he can use a knight's hatred for him to get Him.