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retrospective.md

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Thoughts

DM thoughts topics within the campaign. This folder is mostly full of DM notes for thoughts and philosophies behind types of choices. For a more player-oriented retrospective, see the [wrapup].

House Rules

Mostly detailed in [house] rules doc. These rulesets weren't always enforced, but served as a good dm's anchor. Also used my [calendar] (which forced the eladrin to learn it), but it was hard to maintain (we don't think in 10 day weeks without practice).

Combat

Think the [combat] doc (roles and types of battlefields) was some of the most helpful way to think about designing battles.

Factions and NPCs

Late game factions did get somewhat clarified from the secret societies examples in the [factions] document.

In particular; it helped clarifying the cohesion of [silver-helix] / [undying-soul] / [bregan-daerthe]. Never really fleshed out how piracy or cults would work on a political level though. Cults might work out better earlier on in the game as well (when the stuff that people believe in may or may not be real).

My [npcs] generation methods are probably still my weakest skill. It got a little better once I started associating players more directly with factions, but I think I could have done better with fewer key npcs.

Bosses

Most bosses in the second half for the campaign were homebrewed quite a bit to create memorable closing points for large story arcs. Exceptions: demon lords. Had clarified they were as written earlier.

  • [kiaransalee] in [neverwinter-end-battle] (combo-liches; complicated end of campaign boss)
  • [irae] (lich/sorcerer with revenancer plot items and chronomancy, and shield guardian skins)
  • [arklem] (lich/wizard with crazy stats from items and chronomancy overcharge burst)
  • [felgolos] (at dracolich stage; some things to emulate brass dragon)
  • [umnos] (mounted combatant storm giant on an ancient dragon with crazy items)
  • Neri in [halos-2] (quintessent storm giant with crazy bow and spirits)
  • Serissa + Havil in [halos] (quintessent with contingency, and crazy giant defense)
  • Zoltan in [gilgrin] (re-skinned Zalto with spells and a dreadnaught helper)
  • Matriarch in [66-gilgrinvault] (construct with summons and tensers transformation)
  • Arazia in [rimehaze] (void giant with spells and Irae helping)

Dael Kingsmill have some good thoughts on Running Villains.

Items/Spells

Most items for the campaign were homebrewed, a lot left at the [loot] ideas stage. There's also an entire spell school: [chronomancy]. Many of these were nerfed or tweaked during the campaign (after discussion).

Successes:

Needed work:

Future goals should be to have smoother flow and optimize for language, not rules take on the game in general.

Levelling

Levelling can feel very gamey "oh, we're magically better". So trying to weave in reasons for levelling.

Dael Kingsmill wants progression to not be level based at all, and buy feats / items. Hard to do that extreme with D&Dbeyond, but kind of stopped levelling players for a while around 13/14 in favour of giving items / benefits.

Foam

Foam worked really well. Easy to organise, paste image extension) helped a lot.

Akward bits: