As far as franchised products based films it’s very rewatchable and I imagine will be a comfort movie on the future.
Id put it just a little below the Lego Movie for quality for what’s essentially an advertisement movie. No complaints however.
As a D&D fan it hits the sweet spots of references but not to feel like it’s pandering (see Super Mario Movie). What they add is at least relevant somehow. For a die hard D&D fan you can feel the die rolls going on in the movie.
I imagine Hasbro will kill or ruin Studio One somehow which is a shame I would want more of these kind of D&D movies
Not just feeling the die rolls, I could also feel the DM going "oh crap, the bridge is gone now, how will they get across? I know, I'll give them a portal gun." And then for the rest of the movie the DM going "oh crap, they have a portal gun now, how am I going to stop them from bypassing every challenge with it?"
As a D&D player, that was my favorite part. The times when the party was getting creative and you could see the DM say, "Ok, roll for xyz to see if that works."
So many times when I thought, "Yeah, I could see us coming up with that." Followed by, "Oh yeah, our DM would definitely do that." And yet it managed to have enough heart and be generally entertaining enough that your non-D&D friends will enjoy it too.
Especially the very beginning, where they come up with the crazy plan to escape, somehow manage to actually pass the persuasion check they didn't think they would pass, then go through with the plan anyway because they worked hard on it.
This is a great story, and idea. I'll try to integrate some more creative loot to my upcoming Rise of Tiamat campaign... Anything to spark more roleplay.
Hey BigFig, I'm a reddit refugee I guess, where I was occasional-commenter-but-mostly-lurker anyways. Liking your enthusiasm at the moment and hope it continues. I think keeping momentum going with a wide variety of posts is good while trying to establish.
Question though: do you see /c/dnd being "the" central community, or do you think it will spur off into smaller ones? Spinoffs like, say, /c/dnd-art could fill the /r/dnd space, /c/dm-academy for /r/dmacademy, etc?
I absolutely would like the spinoff communities to happen in the future. This community will always be the catchall for anything DnD, but at this moment splintering the community probably isn't wise as we grow momentum here.
Besides reading the Basic Rules, which someone else has already linked, I suggest you check out a game on Youtube. Note that usually these aren’t an accurate representation of how most games actually go- Critical Role for instance is comprised entirely of experienced voice actors- but it’ll give you an impression of how the game runs.
Just don’t base your expectations of your players/dm on them.
Basically, you need a Dungeon Master who will be the story teller. This person is responsible for setting the stage for the story and guiding the adventurers through their quest. The DM also sets up the encounters with monsters. The DM must know each monster, the Hit Points, the Attack Power, special moves, etc for each monster.
The adventures will listen to the opening sequence of the story by the DM and then they will make decisions on what to do next. The DM will guide the players to what they “should” do, but the DM doesn’t “force” them to do anything.
The DM must be able to think on their toes, for players will always try to do something the DM didn’t think of…they must be able to quickly act on a situation. Speaking of quickly act, the DM can take their time to figure out what to say next, just don’t take like 10-15 minutes, or everyone will get bored.
For the players, try to stick to the story as much as you can, don’t go running off and trying to fuck chickens (yes I had a player who wanted to do that all the time).
The players must keep track of their health, inventory and skills. They must know how and when to use certain skills.
I could go on and on, but I see others are commenting now and probably discouraging based on your question, so I will keep this short and hope this is what you are looking for.
Oh, and HAVE FUN, that is the most important part!
The simplest explanation: roll to hit, then roll for damage. Or roll a save if it doesn’t need to hit. Or roll a skill check if you’re trying to attempt something out of combat.
That’s about it. You can find the details in the rulebooks.
Hey, not sure if you’re aware but there’s a whole genre that harkens back to old school D&D styled gaming. It’s called the OSR and I’ve got a community here on Lemmy if you’re interested in checking it out: !osr!
I love this. I especially love the “play at level 1 until it’s not fun”. Progression is secondary to a good story. Back when I was playing 1st and 2nd editions, new players would start as zero level characters, where we roleplayed short adventures around them being apprentices for organizations such as a thieves guild, a church, a fighter’s guild or for some wizard or going to an academy. The characters might end up meeting each other by having similar quests given to them and they become friends who evolve into adventurers.
What a a pointless, ad ridden mess of an article. The popularity of Forgotten Realms stems from the fact that it was aggresively market ed during the 2e era, since the creator of the setting was on board, unlike Gary and his Greyhawk. The author mentions the (terrible) tie in novels that were also a major factor in its omnipresence, but they also drove the metaplot which diluted the setting into its curent “generic fantasy kitchen sink”. Personally, if you’d put a gun to my head and told me to run a game in it, I’d probaby avoid the Sword Coast in favor of the east/southeast, Dalelands or The Sea od Fallen Stars being the most likely canidates.
Want to see: more moves in combat than just attack, cast spell, move or occasionally grapple/ shove (but those aren’t very viable so aren’t even used much) Don’t want to see: Pinkertons
I’d like to see combat become more dynamic. As designed, it’s easy for martials to run up to their target and bash them, while casters stay back. And that’s the fight, until everyone is dead.
It’d be nice if characters had an incentive to move. Attacks-of-opportunity are a disincentive to move at low levels.
Yeah, the DM can add stuff to combat to make it more dynamic (timers, alternate goals, etc), but it’d be nice if those were built in to the system.
... is anyone else seeing a thumbnail showing an anthro mouse giving a... I don't know what that is, but the mouse is giving the other person a rimjob.
This is so strange. The actual link you posted obviously doesn't contain that image, so I'm not sure where it's coming from. I don't know how thumbnails are generated or communicated by websites that are being linked to. I'm guessing someone acting maliciously found a way to change the thumbnail for this screenrant post and decided that furry porn would be the best choice.
The YouTube channel Pointy Hat recently had their 100,000 sub special on the Feywild. They created a short adventure (1-2 sessions, obo 3-4 hours each) set in the Feywild. The video it's attached to is kind of long (~40 min) but is an excellent look at the Feywild. The actual portion covering the adventure gives tips on running it as well. I've read it over and it's pretty well put together.
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