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Joined 1 year ago
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Cake day: July 4th, 2023

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  • I find there’s generally 3 major skills outside of general group facilitation you exercise as a DM, world building, character design, and game design.

    World building is designing the setting conflict and story, character design is making interesting NPCs and role playing them, game design is making interesting combat and skill based encounters.

    Most DMs are only good at one or two of these. If your DM is new, they likely are still figuring out what they are good at and enjoy doing and what they’re bad at.

    Ideally combat is well narrated, but if your DM is not a strong character builder, maybe there’s not a great understanding of the motivation of the combatants. If they aren’t great at world design maybe they don’t fully understand all of the alternative ways an encounter can be resolved.

    They also are probably just figuring out how the basic rules work in general in which case give them some time and maybe suggest things like, can I roll animal handling to try and ride the moth? Or are there any tribal or religious insignia on the Morlocks I can use to try and parlay with them?

    This moves some of the heavy lifting off of the DM who may be swamped with bookkeeping. I find often times players also don’t realize they also need to be familiar with the rules and how their character works and just rely on the DM to know everything out which isn’t often the case when everyone is new.



  • The Cowboy Bebop TTRPG seemed easier to setup, less involved character creation, and works nicely for one shots.

    The rules are not very well written imo, not a lot of support for DMs, so I had to kind of lean on my past experience, and there wasn’t really any guidance on how to use the clocks so one session was great, the other just slogged because I think I messed up the pacing since it was a lot fewer players.

    Its also somewhat predicated on most people being familiar with the aesthetic of the show cowboy bebop.