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Chebucto Regional Softball Club

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  3. Preparation, preparation, preparation
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Preparation, preparation, preparation

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rpgmemes
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  • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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    Guest
    wrote last edited by
    #11
    Maximum effort!
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    • ? Guest
      And now I want to play Dwarf Fortress again.
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      Guest
      wrote last edited by
      #12
      Or NetHack?
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      • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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        #13
        Has anyone actually played this module? I ask because I want to know if it has better design then: Open door -> solve combat encounter or puzzle -> open next door.
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        • ? Guest
          For starters, just ask your DM three questions (assuming enemies are sentient and civilized beings, not just "wildlife") and watch him sweat nervously: * Where do the enemies sleep? * Where do they cook, eat and store food? * Where are the toilets?
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          wrote last edited by
          #14
          DM sweats profusely, starts searching for books on underground ecosystems.
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          • ? Guest
            For starters, just ask your DM three questions (assuming enemies are sentient and civilized beings, not just "wildlife") and watch him sweat nervously: * Where do the enemies sleep? * Where do they cook, eat and store food? * Where are the toilets?
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            wrote last edited by
            #15
            Make the enemies coprophages and all the problems sort themselves out.
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            • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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              lime!
              wrote last edited by
              #16
              this is why i do theatre of the mind
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              • ? Guest
                It’s short, but it’s a start: https://youtu.be/pKJAWDVx5_Q
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                Guest
                wrote last edited by
                #17
                Lindybeige! Haven't seen that guy in ages! And he's still active!
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                • ? Guest
                  For starters, just ask your DM three questions (assuming enemies are sentient and civilized beings, not just "wildlife") and watch him sweat nervously: * Where do the enemies sleep? * Where do they cook, eat and store food? * Where are the toilets?
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                  wrote last edited by
                  #18
                  In a lot of modern guides on dungeon design, they stress thinking this stuff out. Yeah you should definitely have some idea why the inhabitants are here and not elsewhere, where their supplies come from, and how they interact with whatever else calls this place home. They should have a place to sleep, eat, maybe recreation even. There's even fun things you can do with this like inter-faction conflicts between floors or other regions. Do the Orcs fear the dragon at the bottom of the dungeon? Do the bandits have an uneasy non-aggression pact with a lich? Or are they constantly embattled with seemingly limitless undead because they're struggling for a legendary artifact? Somebody's gotta reset all those traps, too. Players should definitely feel like trespassers in a living place. Few people enjoy that ancient style of dungeon delving anymore, where you slay a band of kobolds, answer a sphinx's riddle, then bust in on a vampire who's as confused about why they're there as you are! > Where are the toilets? Maybe the hallway but the local gelatinous cube roombas it up. (Eeeeeww) ... Or a room has holes dug dropping into an underground river. Or just a really deep pit, or a convenient portal to the Abyss LOL. You can have fun with this stuff.
                  ? ? 2 Replies Last reply
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                  • ? Guest
                    For starters, just ask your DM three questions (assuming enemies are sentient and civilized beings, not just "wildlife") and watch him sweat nervously: * Where do the enemies sleep? * Where do they cook, eat and store food? * Where are the toilets?
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                    wrote last edited by
                    #19
                    My DM would burst out laughing at those questions and respond with: YOU'RE the adventurers, aren't ya? So: - explore and find out - explore and find out - explore and find out
                    ? 1 Reply Last reply
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                    • ? Guest
                      For starters, just ask your DM three questions (assuming enemies are sentient and civilized beings, not just "wildlife") and watch him sweat nervously: * Where do the enemies sleep? * Where do they cook, eat and store food? * Where are the toilets?
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                      wrote last edited by
                      #20
                      I ran a bitd game with a civil engineer playing a leech. 'Where does the poop go' got a lot of people killed.
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                      • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                        azrendelmare@ttrpg.network
                        wrote last edited by
                        #21
                        Man, you should *see* my mom's megadungeon; this is fucking *tiny.*
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                        • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                          wrote last edited by
                          #22
                          There's a labyrinth in the labyrinth.
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                          • ? Guest
                            In a lot of modern guides on dungeon design, they stress thinking this stuff out. Yeah you should definitely have some idea why the inhabitants are here and not elsewhere, where their supplies come from, and how they interact with whatever else calls this place home. They should have a place to sleep, eat, maybe recreation even. There's even fun things you can do with this like inter-faction conflicts between floors or other regions. Do the Orcs fear the dragon at the bottom of the dungeon? Do the bandits have an uneasy non-aggression pact with a lich? Or are they constantly embattled with seemingly limitless undead because they're struggling for a legendary artifact? Somebody's gotta reset all those traps, too. Players should definitely feel like trespassers in a living place. Few people enjoy that ancient style of dungeon delving anymore, where you slay a band of kobolds, answer a sphinx's riddle, then bust in on a vampire who's as confused about why they're there as you are! > Where are the toilets? Maybe the hallway but the local gelatinous cube roombas it up. (Eeeeeww) ... Or a room has holes dug dropping into an underground river. Or just a really deep pit, or a convenient portal to the Abyss LOL. You can have fun with this stuff.
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                            wrote last edited by
                            #23
                            Now i have an itch to go reread Dungeon Meshi
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                            • ? Guest
                              In a lot of modern guides on dungeon design, they stress thinking this stuff out. Yeah you should definitely have some idea why the inhabitants are here and not elsewhere, where their supplies come from, and how they interact with whatever else calls this place home. They should have a place to sleep, eat, maybe recreation even. There's even fun things you can do with this like inter-faction conflicts between floors or other regions. Do the Orcs fear the dragon at the bottom of the dungeon? Do the bandits have an uneasy non-aggression pact with a lich? Or are they constantly embattled with seemingly limitless undead because they're struggling for a legendary artifact? Somebody's gotta reset all those traps, too. Players should definitely feel like trespassers in a living place. Few people enjoy that ancient style of dungeon delving anymore, where you slay a band of kobolds, answer a sphinx's riddle, then bust in on a vampire who's as confused about why they're there as you are! > Where are the toilets? Maybe the hallway but the local gelatinous cube roombas it up. (Eeeeeww) ... Or a room has holes dug dropping into an underground river. Or just a really deep pit, or a convenient portal to the Abyss LOL. You can have fun with this stuff.
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                              wrote last edited by
                              #24
                              >> Where are the toilets? > > Or a room has holes dug dropping into an underground river. Or just a really deep pit, or a convenient portal to the Abyss LOL. Or to the Underdark. The Drow must *hate* the dungeon occupants...
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                              • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                                wrote last edited by
                                #25
                                Plot twist: It's just a printout of the DM's last Dwarf Fortress save. Below level 23 is where the FUN starts.
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                                • ? Guest
                                  Now i have an itch to go reread Dungeon Meshi
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                                  wrote last edited by
                                  #26
                                  I watched the Anime and I feel like it expands on the above concept very well. Lots of fun.
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                                  • ? Guest
                                    Plot twist: It's just a printout of the DM's last Dwarf Fortress save. Below level 23 is where the FUN starts.
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                                    quetzalcutlass@lemmy.world
                                    wrote last edited by
                                    #27
                                    The mandatory water-themed floor is only there because the DM messed up making a waterfall. Again.
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                                    • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                                      dumples@midwest.social
                                      wrote last edited by
                                      #28
                                      I've always wanted to play a MEGA-DUNGEON with a DM who wants to run one. I love to making a 2-3 level dungeon when I DM but I don't think I can do a MEGA ones.
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                                      • ? Guest
                                        My DM would burst out laughing at those questions and respond with: YOU'RE the adventurers, aren't ya? So: - explore and find out - explore and find out - explore and find out
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                                        Guest
                                        wrote last edited by
                                        #29
                                        Generally yes, the DM doesn't need to answer all things (heoght be revealing some secrets after all, where you can ambush, poison food, whatever). BUT he better is prepared after the questions
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                                        • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                                          wrote last edited by
                                          #30
                                          Map doesn't make any sense. There is no structure or organization beyond "make a huge block of confusing, pointless rooms". Maps are a part of telling a story. The story this DM is telling consists entirely of incoherent yelling and swearing.
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