Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

All of which, I’m currently chasing down because I am a Greyhawk and Dragonlance enjoyer.
3e Dragonlance was peak as far as material goes. My only hangup about it was repeated information in each source book.
There's a complete diety write up along with a history of Ansalon section in almost every single book.
And the actual core DL source book is laid out like whoever did it was whiskey drunk in the yard .
Some of my peak 3.5e DMing was a solid 2 years of weekly games set during Age of Mortals. The table was 5-7 deep.
I would have killed for a Taladas source book.
 
3e Dragonlance was peak as far as material goes. My only hangup about it was repeated information in each source book.
There's a complete diety write up along with a history of Ansalon section in almost every single book.
And the actual core DL source book is laid out like whoever did it was whiskey drunk in the yard .
Some of my peak 3.5e DMing was a solid 2 years of weekly games set during Age of Mortals. The table was 5-7 deep.
I would have killed for a Taladas source book.
Igazed.jpg
A big part of that is that depending upon the exact year that you're playing in, there are zero, nineteen, twenty or twenty-one gods, not including the overgod and yeah, the 3e dragonlance material was great. Well-written and all killer with no filler. It's an impressively fleshed out world. We used the alternate history scenario from Test of the Twins where the fallout from the War of the Lance sent the world into a New Ice Age so that we didn't have to worry about reconciling metaplot by year.
 
Link is broken, also I imagine they took it well, as people typically take Shadowrun.
Edited, checked, works for me now. If it still doesn't all think of something lol

Also yeah they were like "clown world", there were opinions for and against the runner. I would think real life resembling Shadowrun to that degree is comment enough.
 
Speaking of high-level adventurers backstories, I also came across a problem with it lately. Though it was also a bit of my fault too.
Long story short: on a session, patron god of a player went wild and wrecked destruction, player spun it as "i cant control it". Not even gods escape consequences, so i write up some drafts of a good ol god killing session and tell the player in private that if he wants to move to another god, class, or whatever.
He starts with "The lore said"
Oh god. I thought this patron god was made up for a backstory. Of course I missed keeping track on one million gods for this one to pass my radar. And this god is connected to some classic "protective seal from the evils" to boot.
How should I make this fair for the both of us? Or should I summon bigger fish ingame? Mysterious vague group that kills the god and replaces it for a better one that does it job better?
 
I've seen whirlwind attack used, a character who had huge reach with natural weapons and was set up to make the most of it used it once and then stopped all together.
Why exactly? I mean looking at it it looks awesome in theory but as a practical matter, it seems you're getting rid of your ability to decisively get rid of an enemy in favor of just wounding a bunch of them. So in theory all of them can attack back.

Not sure how it works in actual mechanics, though, but it seems like despite being an epic sounding move, it may lack much in the way of actual utility.
 
He starts with "The lore said"
You can do this in a few ways.

The first method would be that "your deities may vary", aka the Greg Stafford Method. Basically it's your table, this is your setting and the gods can vary because of that as long as they link to alignment and behavior. The chaining a primal evil makes the decision harder, and can be used for further adventures.

The second method is to pivot this to a scheme by said Primal Evil. Either the link is corrupting them due to active effort by agents, or some cosmological ritual is making them not act right.

The third is to have agents of the evil just kill him.

TBH I make a lot of homebrew settings so if the lore clashes, I tend to use a mix depending on the scenario.
 
Just have the deity get replaced by an unknown eldritch entity in a way that doesn't immediately get noticed by it's worshippers. Some of them can feel something "off" about the god suddenly but nobody knows what.
 
Speaking of high-level adventurers backstories, I also came across a problem with it lately. Though it was also a bit of my fault too.
Long story short: on a session, patron god of a player went wild and wrecked destruction, player spun it as "i cant control it". Not even gods escape consequences, so i write up some drafts of a good ol god killing session and tell the player in private that if he wants to move to another god, class, or whatever.
He starts with "The lore said"
Oh god. I thought this patron god was made up for a backstory. Of course I missed keeping track on one million gods for this one to pass my radar. And this god is connected to some classic "protective seal from the evils" to boot.
How should I make this fair for the both of us? Or should I summon bigger fish ingame? Mysterious vague group that kills the god and replaces it for a better one that does it job better?
The first and most correct answer is:
"This is my table, the lore is what I say it is". But most GMs like to be a little more give-and-take and not just run a full autocracy (they are wrong but).

I would need to know more about the player, and there is no realistic way for you explain them, but I might choose to make this the "Campaign End"; Their god has become corrupted, the only way to stop it is to slay the god's form and someone (that player) to absorb the divine power.
Campaign ends with them becoming a god.

The other way I'd go about is what @Adamska touches on: This is a plot by the forces of evil. The players go to try to bring the god back to his sense (with violence) succeed, and then from the rafters the evil Anti-Party shows up and shanks the fuck out of the god.
If you don't want to deal with the cosmological fallout of godslaying, just have the god fall into slumber and the party needs to work to revive them. Gives you a chance to have an adventure through the realm of Forgotten Gods.
 
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Haven't really done a complete homebrew setting but the campaign is partly homebrew by items, some madeup monsters, and some NPCs such as accidentally making one the oldest beyond the oldest but my players ran with it since he's a fun NPC the few times he shows up to them. I haven't done a full timeline pivot (yet?).
One of the drafts from the god slaying session starts from other gods wanting a piece of the pie by player giving his god a pass from wanton destruction. Sure, ruin a couple lives and it is no surprise that you get noticed by bigger fish because you gave someone an inch, and they want a mile. And they won't take 'no' for an answer.
As much as I think it would make the most sense from all the other intro ideas, I worry if it will feel petty towards that player.
I'll pick the 'kill and replace offscreen' option from you guys
 
Why exactly? I mean looking at it it looks awesome in theory but as a practical matter, it seems you're getting rid of your ability to decisively get rid of an enemy in favor of just wounding a bunch of them. So in theory all of them can attack back.

Not sure how it works in actual mechanics, though, but it seems like despite being an epic sounding move, it may lack much in the way of actual utility.
i mean i wouldnt take it normal circumstances but since our DM changed the way we level up where i can basically get 3 feats every level sinking into it didn't seemed like that bad of an idea
plus i already am using glaive so being able to hit everyone within 10 feet seems cool
i think i took it once before with my dual whip rouge with the combination of saltmist ring nd goz mask so i could do a 15 feet attack with sneak attack on top of it
whips also was enchanted with shock so i was a little thunder cloud
 
Why exactly? I mean looking at it it looks awesome in theory but as a practical matter, it seems you're getting rid of your ability to decisively get rid of an enemy in favor of just wounding a bunch of them. So in theory all of them can attack back.

Not sure how it works in actual mechanics, though, but it seems like despite being an epic sounding move, it may lack much in the way of actual utility.
Big problem is that it's a full round action, so you can't move and do it. Most combats he ends up neutralizing smaller enemies with combat reflexes before whirlwind is even needed so it just doesn't come up. The feat sits in this weird spot where if you're a character that's going to use it your tool box is already full of other stuff that you're going to use first.
 
For anybody running CoC(especially modern) or DG, this is a fun site to steal artifacts and weird items from.
My favorite:
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Dice Scum presents their analytical review of the NWO Convention book. Please digest at your nearest availability according to the parameters set in the latest Timetable.

I'll simply state get the 1e book. This was horrible, and we darkly realized too late that the clown David Hill was one of the writers. The others have fucking atrocious chops too; one wrote a v5 book, one was responsible for every other technocrat book in Revised sucking, and the others this was their one shot.
 
I'll simply state get the 1e book. This was horrible, and we darkly realized too late that the clown David Hill was one of the writers. The others have fucking atrocious chops too; one wrote a v5 book, one was responsible for every other technocrat book in Revised sucking, and the others this was their one shot.
…”Collegium of Gender Studies?”
 
…”Collegium of Gender Studies?”
Yeah... that's a real thing in the book. It's not even done in a way that'd be clever or interesting.

We spitballed after the stream how a Revised NWO could've gone, and we came to the conclusion that it should be fragmenting with the loss of its leadership. Some want to keep to the "end of history" and "the time table" neolib shadowboss shit. Some would do the diversity take to hijack and levy more power, idealism and collectivism retrying a blend of tools. Some would pivot back to the Nazis, since it's clear the masses are starting to rail against their enforced concensus.

The real winning idea though was the metaplot idea being that "processed" members of the Traditions weren't as crushed as they thought, and that they are starting to face paradox since the collective masses are using their tech to buck trend. So you have them going through a paranoia issue where departments, ministries, and collegiums are all suspect, since the Traditionalists in the system are turning their memes on them.
 
So I recently gotten a pdf of the Draconic Codex by Paizo for pf2e which released on the 3rd. Now the book is fine save for the pozzed sections which feel as if there's a troon or two on the writing team that can't help themselves (which is likely true because Paizo). Most of the of the book is a bestiary with some player's options and some lore for new dragon gods (with there surprisingly being only one gender special god who honestly is retarded). Most entries for the dragons have an example or two of a named dragon and a breif description of said dragon(s). Most are fine, and by that I mean the dragon isn't a super special enby/troon.

for example:
Far to the north in Irrisen, Yeraiksana (cantankerous female adult time dragon hermit) has dwelled in her citadel in the icy wilderness of Bleakmarch since centuries before Baba Yaga’s conquest. The first queen of Irrisen, Jadwiga, viewed Yeraiksana as a threat and attempted to have her slain, but the swift destruction of any forces she sent soon convinced her it was more trouble than it was worth. Yeraiksana has largely remained isolated in the centuries since, though rumors swirl that Queen Anastasia has made overtures to seek her counsel on some unknown matter.
Then you have the pozzed ones, my 'favorite' being a young stormcrown (rebranded teenage blue dragon) pooner trying to get hormone blockers a potion of greater gender transformation and wants to kidnap people to do so.
In the Ustalavic county of Vieland, the stormcrown dragon Raeanjiya (unorthodox female young stormcrown dragon spellcaster) has taken residence in the remote ruin of Schloss Caromarc. In the shattered towers where the former count played at creating life by stitch and storm, Raeanjiya has taken up the study of both Count Caromarc’s processes and of Stasian coil technology. Charnel creations assembled with distressing creativity from leftover scraps of prey now stand guard over Raeanjiya’s nest and wealth. The draconic technologist, meanwhile, pursues her latest obsession—the formulation of a greater elixir of gender transformation modulated for dragon biology—a mission made even more pressing by the looming onset of Raeanjiya’s draconic puberty. Frustrated by working alone, Raeanjiya has begun drawing up plans to abduct a handful of scholars from nearby Lepidstadt’s famed university, finish her elixir with their help, and put the humans back before anyone really notices they’ve gone. (It has not occurred to the young dragon to simply ask for their assistance.)
 
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A tranny doing bizarre things with corpses and scheming to commit crimes in order to force people to make drugs for him would be perfectly believable, but a plausible pooner dragon would have to be, like, a drake with canvas wings strapped to her back.
 
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