dnd 5e – How to get my players to open an iron flask

Promise them stuff they want if they do.

You know what the players want- wealth, magical items, fame, fortune, a chance to be good people. Whatever they seem to value. Put an adventure in front of them where there’s a large amount of whatever they value, and have the flask promise to solve that problem for them if they throw it. Then, the lich can use their abilities to solve whatever problems for them (likely easily, as a high level spellcaster) and then go do whatever they want to do.

In terms of what it can do, the flask just imprisons the creature. It doesn’t say it prevents communication. In theory the lich could talk to those outside and impress on them its value, it’s morality, and the power it has to achieve their goals.

Be wary of the risk of railroading.

Players don’t like it when you force them to follow a set track. If the Lich does have evil goals, consider moderating them so that the PCs value releasing the lich even if they find out more. For example, rather than having them want to convert everyone in a kingdom to be undead, consider making them an ex king of the area who wants to restore their rightful monarchy and give people the chance to live forever, so that the players feel conflicted about whether to support or oppose the lich.

Be ready for the risk that the players find out and don’t want to release the lich. You can pressure them more, certainly, but they may decide releasing the lich is bad. If so you could force them, or you could adjust your plot.

dnd 5e – Should players know the name of monsters when they are encountered?

dnd 5e – Should players know the name of monsters when they are encountered? – Role-playing Games Stack Exchange

finding other players – How do I find a good DM?

finding other players – How do I find a good DM? – Role-playing Games Stack Exchange

dnd 5e – What is the optimal breakdown for time the GM and players hold the floor?

The rule I follow is: try not to let anyone (GM or player) hold the floor for more than 1-2 minutes at a time.

If I, the GM, am monologuing for more than a minute, then my players are probably getting bored and I should speed up my description. It’s 100% okay if I give a description and then the players ask a lot of questions; that means the players are interested and participating, and I’m happy to answer questions as long as they want. I count that as “part of the exploration phase” and thus time spent playing the game. But if I’m just telling the group things, one minute at a time is my max.

Likewise, I try really hard to make sure that any scene I do has the whole group participating. Occasionally players will try to split off from the group and have a solo scene that’s just their character and the GM; when I notice this happening, I try to come up with a reason to get the rest of the group involved. (If they’re interacting with the environment, I’ll turn to the rest of the group and tell them “you see Bob is doing something over there, who wants to go check it out?”. If they’re talking to an NPC, I’ll just narrate that everyone is talking to the NPC together.)

Stealth scenes are harder; sometimes the rogue wants to split off and do some sneaking, and sometimes there’s a legitimate reason we should allow that to happen. But even then I try not to spend too much time on it.

I don’t track how much each individual player participates; it’s possible I have some players who don’t talk much. But I feel that, as long as their character is usually present in the scene, and is capable of participating if they think of something they want to do, they’re probably engaged and not feeling left out.

business application – baccarat is intended for players who prefer to place

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social – Where can I find other RPG players?

There is a way to actually play pen and paper RPGs online. The best website (as far as I feel) is Roll20.net. This website acts as a virtual tabletop, where you can play a number of pen and paper RPGs, with all of the dice already on the website. Plus, you can play with people from all over the world, with voice chat and many other fun gizmos built into the system. When you’re signed in there is a link, up near the top, where you can find campaigns you may be able to join. Here is a link to the looking for group forum. This forum shows starting and current sessions that are looking for extra players. You can select time and days you are open for play, and look for numerous games, or just a one shot adventure. If you are new to a game, you can even narrow the results to sessions designed to be friendly to first time players.

With this website, I would also suggest you try using Myth-Weavers to create your character sheets, since most Online Game Masters like to have all of the player information available to them. This website makes it easy to share your current character-sheet for a large number of games online. Most of the math is also automatically done, to make character generation faster, and since it is a free online software, you save a lot of money on paper and ink.

However, back to the topic at hand, if you really want this personal connection that you make when playing in person, I would suggest that you look up your local hobby and comic book shops(online locator linked), as they tend to host one or two RPG games every week, and even if they don’t, it is likely you will find someone who knows where to find such games. If you don’t know where the hobby shops are, or the players there are simply too advanced for you to keep up (happened to me the first time I went to one), NearbyGamers is a very good place to start. It has a large selection, and it makes it easier for you to set up in person meetings.

dnd 5e – What level, if any, of feedback should players give a new GM?

I’ve recently started playing D&D with a few friends, most of whom are new-ish to the game. Our GM is running their first world, and while their world building is very impressive, when it comes to the mechanics of gameplay it feels like there’s a lot of room for improvement in their knowledge and/or application. Some examples are more subjective than others:

  • They use saving throws and skill checks somewhat interchangeably (and did not know what saving throws were until our last session)
  • In combat, they seldom get us to roll for initiative/have a set turn order, which sometimes results in some players doing stuff twice before another has their turn
  • In their last campaign in this world, they felt like there was too much narrative and not enough dice-rolling, and it feels like they have overcompensated for this; during our last session most of us were sitting twiddling our thumbs for half an hour while the bard bluffing his way past the king’s advisors in a lengthy conversation was rolling for Charisma every second sentence
  • They can sometimes let the players dictate which skill they roll a check for when performing an action, eg a player will say “I want to roll an Arcana check on this amulet to check for magic”

Not only am I fairly new to DnD myself, I don’t want to be ‘that guy’ or a rules lawyer (particularly as I tend to be quite mechanics-focused in games), so how much, if anything, should I say to the GM? We never really had a session 0, and there isn’t a lot of talk about the game outside gameplay. I don’t believe they’re being willfully ignorant/difficult about any of these points.

new players – I’m at a loss with “Dungeons and Dragons.” How does one play it, anyway?

What kind of game is a roleplaying game?

No matter how many times this is asked, it’s always a tough one to answer. A roleplaying game is a fascinating mix between a bunch of other games and mediums you’re already familiar with.

At its core, roleplaying is probably most strongly linked to children’s games of make-believe. Think of playing Cops and Robbers, or playing out new stories with your favorite heroes, as portrayed a collection of action figures. In games like those, asking “how do you play this” feels almost incongruous – you just kind of know what is you’re making believe, and the fun is in playing it out, in whatever way is handy, exciting, and fun.

The other huge influence is group storytelling. Imagine a game that goes like this: you sit down with three or four friends. One of you starts telling a story, and goes on for a couple of minutes. Then the next person picks up where the first left off. And around the circle you go, each one of you adding your own bits and twisting the story in the direction that interests you most.

There are other influences, but let’s stick with those two for the moment. The traditional roleplaying game goes something like this: a bunch of friends get together, and they all want to play a make-believe game together. They’re going to pretend they’re heroes or wizards or pirates or policemen or anything else. And the way that the game works, when you boil it down to the basics, is very simple – each player has his own character, the person they’re playing. And each player always lets everybody know what his character is doing – that’s the game, they sit around the table, and create some story scenario, and then they just play through it, start to finish, with each player filling in the details for his own character.

One player won’t have his own character; they’re the game master, and they’re job is to give the heroes a story to play in. Most crucially, he’s typically in charge of the bad guys in the game, the people the players need to deal with. I won’t get into the game master job at all; I just want you to understand that there’s one person whose job it is to keep the story going, and to fill in all the detail besides the character stuff all the players are doing.

What’s Dungeons and Dragons (and what are the books for)?

I’ve explained the basic format of a “roleplaying game,” now I’m going to tell you that there are dozens and hundreds of roleplaying game systems. A “system” is a set of rules by which a game is played. Dungeons and Dragons (abbreviated D&D or DnD) is the best known roleplaying system, so I’ll use it as an example of what a system is for, and what kind of rules you need for a make-believe game.

  • A system usually establishes setting and/or genre. D&D provides a game of high fantasy, heroism and magic. The system explains how to play dwarves and half-elves and sorcerers and holy clerics. It’s not built to deal with gunfights or academic rivalry or a million other subjects; it doesn’t tell you how to play those within the system.
  • A system establishes rules for conflict resolution. Stories are always all about conflict; tension comes from not knowing whether our heroes will succeed or fail at the next thing they’re trying to do. So the rules decide whether or not you can cast a particular spell, or how hard it is to kill the enemy archer, or which of two characters win in a fistfight, and which one of them manages to woo their mutual beloved afterwards. Whenever you get to a point where you say, “I want to do X,” and you know you won’t necessarily succeed – the system provides rules to figure out what happens.
  • A system provides initial material to work with. You can’t play in a vacuum; everybody needs to have some sense of what the game setting is like, and what options they have as players. So D&D goes into great length about different types of characters you can play, different abilities you can have, what monsters and spells and magic items are in the world, and where they fit in with the game rules. For example, you’ve got entire books that are compendiums of different monsters; the game master uses this to have enemies to throw at players without needing to make it all up themselves (and not needing to hopelessly guess how many pirate zombies it would take to give your particular group a fair fight).

So that’s where the books and the other apparatus come in – every game needs rules. Some games use dice (which puts randomness into the “can my character do X” question), some use boards (to keep track of a complex battle scene), D&D frequently uses both. And all but the simplest games have some kind of rulebook – and often, additional books chock-full of optional additions. So if you’re playing a game based on Buffy the Vampire Slayer, you might have an extra book full of vampire monsters to kill, and maybe another one explaining the minutia of the Watchers, since your players want to get really involved with them. Or, you might not need those extras.

For the moment, you don’t need to worry about extra books. Start with one at most – after that, we’ll see.

What do I need to start playing D&D?

First and foremost, you’ll want the basic rulebook. AFAIK these are the two popular choices nowadays(1):

You’ll also need some dice, which you can buy at game stores for a few bucks. Then you’ll need at least one person to get pretty familiar with the core book, and for all the players to get a general sense of the rules. And one of you will be the game master, and that person will need to either come up with an adventure of their own, or get a ready-made adventure scenario to play out.

I won’t lie – that’s a lot of effort. It’s particularly hard when none of you is familiar with the game – even one person who knows the game, or is very enthusiastic about learning it, can make the whole process much easier for the rest of the group.

What other options do I have?

The easiest way into roleplaying is probably to find somebody who’s already in. If there’s a hobby/game/collecting store anywhere near you, they might have events specially aimed at new players, or just know people in the area glad to teach you (where I live, there’s a large roleplaying community, with frequent game conventions where new players are welcome to try out games). The game companies have their own programs, like Pathfinder Society and D&D Adventurers League, to encourage new players – you might be able to find one in your area.

You might want to try the D&D Starter Set, or the Pathfinder Beginner Box. These aren’t not the complete game, but a really great introduction, giving you the general feel of what D&D is, and guiding you through a lot of the initial confusing by fun, choose-your-own-adventure-style demonstrations. (Although be aware: if you do like it, you’d need to buy the core rulebook in addition. But it’s probably one of the best introductions to D&D you can find in printed form, and seems exactly what you might be looking for!)

If you’ve got a friend who’s into roleplaying, you could ask them to run a game session or two for you – just enough to give you the feel for it, and figure out if it’s fun for you. Your friend might prefer some other system rather than D&D, but that’s really not a problem – other systems are fine too, and having someone to ease you in is a huge help.

Lastly, you might look for roleplaying games based on your favorite movie, TV show, or genre. Those might be easier for you to get around in, since you’ve got enthusiasm for the setting and the style. (They also might be less confusing than D&D, just because they don’t have so very, very many books to navigate around. There are lots of smaller games than D&D, this is just a pretty good way to pick a particular one.)

I hope this helps. 🙂 If roleplaying sounds like fun to you, definitely do what you can to give it a whirl. If you can get it going, you’re in for a treat.

(1) Links last updated December 2017; referencing D&D 5th edition and Pathfinder.

unity – How can I limit the y-rotation of a cinemachine POV camera based on the player’s direction?

I’m using Unity (2019.4.11.f1, HDRP).
My goal is to create a first-person POV camera.

To this purpose, I tied a Cinemachine (2.7.3) Virtual Camera to the head of a third person player character (one from the Basic Locomotion demo of this asset).
The Body of the camera is set to ‘Hard Lock to Target’, Aim to ‘POV’, and Recenter Target to ‘Follow Target Forward’. This works fine.

The camera has a Horizontal Axis Value Range (-# to #), that limits the rotation of the camera, but I cannot figure out how to tie this to the rotation of the Follow component (the head of the avatar).
When I walk my character around, the camera can only rotate within the set Value Range angle that has it’s 0-point in one absolute direction (let’s say north), independent of the player’s orientation.
It seems to use World Orientation, but I don’t know and wasn’t able to find out where to change that.

Does anyone know how I can change this behaviour?

game design – Why Beat ’em Ups don’t allow players to face toward or away from the screen

Most Beat ’em Ups don’t allow players to face away or towards the screen: example, in Streets of Rage, when you press up, the character moves up but still facing either left or right and same goes when you press down. Even in modern Beat ’em Ups, this is the case. What is the reason for this? I used to think this is because the graphics are 2D so its harder or more work to get characters to face towards or away from the screen. But even in Beat ’em Ups that uses 3D graphics, this is still the case, like Double Dragon Neon.

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