u/Excalib1rd

What Do You Like To See In GM Guides?

Besides the obvious of “I want to see how to run YOUR game, not how to run a TTRPG”, what do you like to see in a GM’s Guide that makes it stand out from the rest in quality. Do you like to see big loot tables,
NPC names, example plot hooks, etc.

What do you personally like to see?

Also what do I flair this as lol?

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u/Excalib1rd — 7 days ago

Improvised Weapons?

Hey all, I’ve been looking through the rulebook a lot for inspiration and to maybe (hopefully) run a game some day. I was looking through it and I couldn’t find any rules on improvised weapons, like broken bottles or chair legs or stuff like that. Are there rules for that in the book or is it a “make it up as you go” thing?

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u/Excalib1rd — 8 days ago

Hey all, not too long ago I saw a post on here about boss design, and a lot of suggestions and examples were bosses taking multiple turns. I think that that’s brilliant, but there’s one issue in implementation. My system is decently high lethality, not quite as much as like, Call of Cthulhu, but definitely dangerous. And with multiple turns, I could very easily see the monster just overwhelming each player one round at a time. So how do you think multi-initiative would be balanced?

My main idea right now is that it can’t only do a specific action once per round. So if it used its two attacks, it can’t do that again on its other turns, it has to like, cast a spell, or something.

Edit: By “high lethality” I mean something close to the lethality of something like The Witcher TRPG. I didn’t know how else to describe it besides “high lethality”.

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u/Excalib1rd — 24 days ago