u/Technical_Chemist_56

Homebrew rules to make longer campaigns more engaging?

Just as title says. My players have seemingly been enjoying our year long campaign, but I find that things often boil to running away from everything and risks aren’t taken as often. Don’t get me wrong, if it feels in character then they love to contribute to a cool story, but generally speaking things feel repetitive often. I also want to give them a little more control or just something exciting to work for. Outside of the rare chance to up a stat on shore leave. Anything you guys have come up with or can recommend that may spice things up?

I was thinking of adding some kind of luck-token system but outside of that I’m not too sure! We’ve also been playing with the Ultimate Badass rule set.

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u/Technical_Chemist_56 — 2 days ago

What helped you create the name of your world(s)?

A simple question that I'm sure has been asked plenty before! Unfortunately names and titles are the things I somehow struggle the most with when it comes to this. I can rattle off dozens of ideas and build up all kinds of fun storylines and mythologies all day long no problem, but actually giving any of it a name is impossible for me lol. Any tips or sources of inspiration would be great! Maybe this post thread can help others too

Personal Context: I in particular have been building a interstellar universe exclusively revolving around humans and their endless expansion and a unique, fantasy leaning origin- An alternate history of our own. It involves gods and fairy tales having a bit more objective truth to them than in our own world (or so we are led to believe...). I've up until now just simply used my alternate Earth starting point as a decent placeholder, but I'm realizing with so many changes I might as well make it my own. It isn't by any means Tolkien or DnD styled fantasy, I would say the closest might be something like Neon Genesis Evangelion (very original ik) in the more high concept, alien feeling gods and "magics", with a big focus on ecology and pollution thematically. A lot of the history is erased or simply forgotten by most as it has been well over a thousand years of stagnated growth outward into the void, hundreds of pocket civilizations run by new god megacorps and still trodding forth out of spite. The corpses of the old gods are actively being harvested for their "Ambrosia", a crude blood like substance that can be refined into the warp fuel used throughout the systems. I typically just thought of these as some very stylistically disinct versions of the many gods in real world faiths, but again I find myself wanting to lean into designing my own, which again all the more reason to invent a unique origin world. That's all for now!

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u/Technical_Chemist_56 — 4 days ago

I am trying to make a custom tutorial/starter hub before one enters the actual server spawn. Any ideas on how I might make it happen?

Hopefully the title isn't too confusing lol. I have a very specific idea that I'm hoping to look for the right combo of mods to make happen.

Essentially, I want my players to join this smp into a custom town I built with interactable npc's that show/tell them how to play with some of the custom mechanics such as combat or fishing etc. Once they leave the town's edge they will be teleported to the actual worldspawn, which is the exact same place/seed, but a destroyed ruins version of the city where they then will venture off from. Whenever they die they will go to the nromal worldspawn, but if they want to they can go back to a designated spot in the ruins to go back to the tutorial hub

Maybe very specific but I imagine its possible by creating some kind of alternate dimension that just uses the same seed and some custom npc mod. I just haven't used any like that before and have no idea how to make the specific setup I discussed happen. If anyone has any familiarity with this kind of setup or ideas on how to make it happen, I would GREATLY appreciate it!

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u/Technical_Chemist_56 — 5 days ago