g poo π
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The other half is fangirling over that one NPC and not being able to share it with anyone because my players aren't even supposed to know the NPC's name this early in the story
Half of my experience as a GM is running a 5e adventure every once in a while only to realize "ahhh so thaaaat's why I haven't touched this absolute brain frying machine of a system in a year, I should remember not to touch it with a 10 foot pole ever again"
But then I let people on the internet gaslite me into thinking that 5e is not THAT much harder then OSR and the cycle continues
Also today on Delta Green
It was the first time when we had a handout for our Handler and not the other way round
Behold! A guide to Buenos Aires from the 90s. We gave it to a witness (who we were ordered to kill) and sent her to Argentina
Found this lovely gal at a thrift store and painted her some friends
(I wanted to upload some before pictures too, but Tumblr just won't let meπ)
POV: kitten
I just need to share with the world how our Delta Green game ended today. Even though writing in english is like torture for my brain
So, picture this scene... In the background - a mushroom cloud over what used to be a peaceful island not far from Blue Hill Bay. Four agents clinging on to a capsized boat. Hundreds of sheets of paper litter the water. Red TOP SECRET seals, MAJIC-level clearance, precious stuff, now turning into mush. Sunset. THE END!
how about giving them personal quests that are connected to each other? that gives players an opportunity to offer each other help when they realize that there is a connection. or quests that can be solved using characters' backgrounds or connections. like "oh, we need to track down those stolen goods, isn't one of us actually a former smuggler?" stuff like that it's easier to do in the beginning of campaign, but can be done in the middle as well also since it's ttrpg newbies we are talking about, I think it's worth noting that not all players even enjoy roleplaying character bonds and all that. People can still have a lot of fun and be active in a story while having a vaguest idea of what makes them to do it together. new players and GMs often get their idea of what d&d is from there, but it's far from the only way to play and not the only valid one.
what I'm trying to say with it is - if you try all the advice and still can't push some of the players in the direction that you want them to go, don't feel discouraged. it doesn't necessarily mean that you did a bad job as a GM. it could mean that they are looking for their style of TTRPG and this is simply not it. I saw countless players who came into the hobby from critical role only to discover that they actually don't enjoy being in character, or actually doing character development rather then watching it. all they want is to be plopped into a dungeon with minimal context and die a thousand funny deaths. or maybe they want to participate in a campaign where everyone have developed proper character bonds and all that, but want to be that guy who just tugs along and lockpicks locks for all those fancy roleplaying people. as long as everyone is having fun it's actually a valid option too. it's more of a tangent than an advice on the given topic, but.. yeah.
Fellow DND / ttrpg enthusiasts
I'm currently running my first campaign in DND 5e and have now encountered the problem that the party doesn't seem to be bonding naturally.
Does anyone have recommendations or prompts what I could implement in the session to make their characters open up a bit, or warm up to one another?
Half of my experience as a GM is running a 5e adventure every once in a while only to realize "ahhh so thaaaat's why I haven't touched this absolute brain frying machine of a system in a year, I should remember not to touch it with a 10 foot pole ever again"
But then I let people on the internet gaslite me into thinking that 5e is not THAT much harder then OSR and the cycle continues
Spoon | 30s | artist? | TTRPG, OSR | I escaped Russia to Argentina to show boobs for a living | reblog to @mmoonssugar
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