Single Player, Single DM compatible High Fantasy Systems
https://ttrpg.network/post/23693538
Single Player, Single DM compatible High Fantasy Systems - The TTRPG network
Heya, I am working on helping my partner approach the concept of TTRPGs. She is
curious, but definitely not ready to try it with other players. As such, I am
looking for a system which lets me DM for her, while making for a comfortable
enough experience for a singular player. Things I am looking for are: Should
include combat that serves to support the narrative, not to slog down the pace
There should be a way to include magic abilities to model a character who is a
sorcerer or wizard or such. It should be open enough to help encourage her
building a sense of “I can do anything as long as I can reasonably imagine it in
the situation”, rather than just trying to stick to explicit options I have
started watching Me, Myself and Die recently and certainly have been enjoying
the pacing, but the system used, at least in the first season, seems to be
difficult to make work with a high fantasy character, which is quite important
in this case. Any recommendations? If need be, I am also happy to homebrew some
stuff, as long as I feel like the balancing is easy enough to do. Thanks for
reading!
Personal Item Crafting Quest for Armorer Artificer
https://ttrpg.network/post/1494132
Personal Item Crafting Quest for Armorer Artificer - The TTRPG network
I will be DMing a DnD 5e adventure going from levels 1-12 starting this week. I
am finishing up the personal quests for each character to help tie them in more
into the adventure and give them something to look forward to for themselves.
Most of the characters were pretty easy to work with, but I am somewhat stuck on
the Armorer Artificer. They have stated that their character’s dream is to
create a legendary item. Whether it be an artefact or just some other powerful
magic item, doesn’t matter too much to them. Handing out a powerful magic item
as the final reward for a personal quest is very classical anyways, so I’d love
to go with it. The problem is, I can’t think of anything fun to give an Armorer
Artificer. They have lots of stuff to work with on their own, so neither a
weapon nor an armor is really going to be of interest to them. Have any of you
homebrewed some fun items just for Armorer Artificers or have any idea for
existing (be it Wizards stuff or homebrew) stuff to hand out? It should be a
considerable reward for someone around level 10.
Managing a large campaign - The TTRPG network
I have been running a DnD campaign which is only getting longer and more complex
as time goes on. Keeping track of every bit of lore, every NPC that is relevant
to the party and major events that have happened is getting increasingly
difficult. I am currently mostly trying to just keep everything in mind while
taking notes here and there, but I am finding linear text documents to be hard
to maintain and look through. The thing that has made me especially interested
in better tools is that I have been planning to do a homebrew campaign once this
one has wrapped up and I would like to start planning it out. What tools do you
use to document info on worldbuilding, story and lore?
Special Combat Mechanics - The TTRPG network
Combat makes up a decent chunk of most campaigns and the setup can make it
either a blip that no one will remember to one of the most memorable parts of
the campaign. I’ve been looking for various ways to make combat more fun in my
campaign and was eager to see if people here have any ideas they’d like to
share. I’m looking for anything that gives alternate win conditions, gives the
players new ways to interact with the environment, forces special behaviour or
anything to make a combat encounter unique. I’ll start with some of my
favourites. — # Battle Complications Anything that makes combat more complicated
than “kill this list of people”. Special conditions and anything in that
direction. – Ritual in Progress Someone is casting a terrifyingly strong ritual
and it must be stopped by either destroying conduits, removing sacrificial
materials or killing the casters. Typically this is something that allows
enemies that wouldn’t be very dangerous otherwise to have a far greater effect
simply because the party can’t focus them down, needing to spend their time on
the ritual being stopped. If they fail, the possible punishment should sound
quite bad, so that they feel a strong urge to stop what is happening. –
Ritual-borne Foe Similar to the last one, but this time it’s not a time limit
but rather something that requires a novel way to defeat. An enemy that is
incredibly powerful and dangerous to the party being kept alive or present by as
summoner or necromancer of some sort, or alternatively by a contraption. Players
must destroy or deactivate the source to defeat the opponent before it defeats
them. This may be through directed combat or through a puzzle of sorts in the
middle of combat. – Constant Reinforcements The BBEG is constantly calling forth
fiends from another realm or some device creates more and more small creatures
swarming the players. These elements make sure that the players can’t just clear
out the room, leaving the big bad guy in the middle helplessly overwhelmed by
sheer action-economy. Instead, they have to either win quickly or alternatively
do their best to disable the sources of enemies. # Environmental Hazards These
are difficult to design but great when they work out. Hazards in this case is
taken in a very general sense. – Unstable Ground The ground that both the
players and enemies are standing on is unstable and may break away easily. May
it be as the result of some level being pulled, an attack hitting the ground or
maybe just random chance. As long as the players have some chance to react to
what is happening, this can include anything that can make ground unsafe to
simply stand on. This makes certain types of ground that are stable very
favorable and possibly worth fighting over. Bonus if the enemies have ways to
contest ground, just like the players can. – The Floor is Lava The ground erupts
in Flame, flashes of radiant beams hit the combat arena or meteors strike the
area. Very similar to unstable ground, but more temporary, are occasional AoEs
hitting the ground. Once again, these are best when the players feel like they
can really work around them sensibly. – Bottomless Pit (Maybe with a bottom) A
pit that people can be thrown into. This urges people to finally realize that
shove is a thing. Don’t make it too easy to fall into though, falling to your
death into such a pit with little chance to safe yourself won’t feel great. Make
sure that they get a chance to save themselves or be saved if they do fall! —
These are what comes to mind immediately. What interesting mechanics have you
used to change your combat into something the party ended up finding really
thrilling or memorable? I myself play DnD 5e, but I would love to hear your
stories from other systems that I may implement in my campaign too!