d20bard

joined 2 years ago
[–] [email protected] 3 points 2 months ago

Absolutely agree. I set a game in the real(ish) world once, so it was a setting where everyone knew the base "lore." It was so nice! I could reference things, name-drop countries, and introduce old grudges without having to exposition it all. People just got things. We've since done enough games on the sword coast that that works too, now.

[–] [email protected] 19 points 1 year ago* (last edited 1 year ago) (1 children)

In a high level campaign I ran, I took the design philosophy that the villains were supernatural (e.g, dragon or lich), the average npc was weak (level 3 or less), and the characters were once-in-a-1000-years heros (level 10-20).

Every now and then they would have an obstacle involving regular humanoids or the local government and they had the option of just steamrolling everything (even whole platoons). It provided a great contrast to the magic-boss death matches and let the characters really feel special.

It also drove home that they were the only ones who could save the day.

[–] [email protected] 0 points 2 years ago

"I hurt my friend because I took a dumb idea too far" is a very probable story. The part I can't believe though is ending the game over a dire bite. We finally got the schedule together, we're going to use the time, darn it!