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First time playing D&D and I'm the DM. Anyone feeling helpful?
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<blockquote data-quote="Positiveimpact3" data-source="post: 7147191" data-attributes="member: 6890727"><p>Sounds like your sessions are going really well so congrats on that. I will give advice on each point and then add some of my own at the end.</p><p></p><p>1. Blood of some kind, bullywug sacrifices, land, authority over the bullywugs, bullywug skins (maybe they could use their skins for potential use of invisibility armor or bullywug organs for invisibility potions. or basically anything cult fanatics would find valuable. </p><p></p><p>2. There is so much variance with interrogations that this one is hard to handle. If the pureblood is most interested in self preservation then it will make bargains - its release for information. Regardless of circumstances we can reasonably expect the pureblood only say as little as possible that will get it released. If it is a fanatic valuing the cause more than its own life then they will get nothing except lies, deceits, and mis-direction meant to hinder the players unless it is magically compelled to do otherwise and may attempt suicide if it believes escape is not possible. That could change if the players have some sort of leverage for negotiating or maybe just rp really well. Either way it is a diplomat so it will default to bargaining, making deals, and backstabs.</p><p></p><p>3. The diplomat will try to escape tirelessly if it thinks it can get away with it and thinks that is the best means of survival. It can be interrogated at any time while in captivity but it may not be responsive depending on circumstances if the first round of negotiations/interrogations went poorly.</p><p></p><p>4. A ritual to revive the ancient avatar of their serpent god which will posess the body of a chosen vessel and lead them into said world domination. Perhaps they find that akiras unborn child makes a suitable agent for sacrifice or perhaps want akiras body for it to be posessed which would explain why they try to kidnap her.</p><p></p><p>5. Sounds like the anathema is the boss so it should be found at the climax of the adventure. Maybe make escaping the lair the falling action.</p><p></p><p>6. Do your players like traps and puzzles more than combat? There is your answer. I would err on the side of traps and puzzles since it is a dungeon/lair type thing and so far it seems combat has been prominent in your adventures so far.</p><p></p><p>7. I would narratively give tbe players the option of saving akira.</p><p></p><p>8. Why not both? You sneak in, kill the bad guy, get captured, and the falling action is sneaking/breaking out. Just a thought.</p><p></p><p>Some of my own advice:</p><p>For Akira I suggest creating the opportunity for the players to prevent Akira from getting killed/captured to give the players more agency in the matter. For example It could be something like the players have to choose between saving akira or losing the yuan-ti pureblood. They have time to fix one of the problems but not both. That way they can earn akiras advice/knowledge that she has if they choose to save her at the cost of something else. </p><p></p><p>As for whether the themes and tone is appropriate - ask your players "did you guys think this was too cheesy, corny, dramatic? If yes then try to change it up a bit and maybe find some tropes to focus on and turn them on their heads to subvert player expectations. If they are happy then keep on. You have developed more of a dark/low fantasy which your players seem to be into which is great, just remember the themes and tone when designing sessions.</p></blockquote><p></p>
[QUOTE="Positiveimpact3, post: 7147191, member: 6890727"] Sounds like your sessions are going really well so congrats on that. I will give advice on each point and then add some of my own at the end. 1. Blood of some kind, bullywug sacrifices, land, authority over the bullywugs, bullywug skins (maybe they could use their skins for potential use of invisibility armor or bullywug organs for invisibility potions. or basically anything cult fanatics would find valuable. 2. There is so much variance with interrogations that this one is hard to handle. If the pureblood is most interested in self preservation then it will make bargains - its release for information. Regardless of circumstances we can reasonably expect the pureblood only say as little as possible that will get it released. If it is a fanatic valuing the cause more than its own life then they will get nothing except lies, deceits, and mis-direction meant to hinder the players unless it is magically compelled to do otherwise and may attempt suicide if it believes escape is not possible. That could change if the players have some sort of leverage for negotiating or maybe just rp really well. Either way it is a diplomat so it will default to bargaining, making deals, and backstabs. 3. The diplomat will try to escape tirelessly if it thinks it can get away with it and thinks that is the best means of survival. It can be interrogated at any time while in captivity but it may not be responsive depending on circumstances if the first round of negotiations/interrogations went poorly. 4. A ritual to revive the ancient avatar of their serpent god which will posess the body of a chosen vessel and lead them into said world domination. Perhaps they find that akiras unborn child makes a suitable agent for sacrifice or perhaps want akiras body for it to be posessed which would explain why they try to kidnap her. 5. Sounds like the anathema is the boss so it should be found at the climax of the adventure. Maybe make escaping the lair the falling action. 6. Do your players like traps and puzzles more than combat? There is your answer. I would err on the side of traps and puzzles since it is a dungeon/lair type thing and so far it seems combat has been prominent in your adventures so far. 7. I would narratively give tbe players the option of saving akira. 8. Why not both? You sneak in, kill the bad guy, get captured, and the falling action is sneaking/breaking out. Just a thought. Some of my own advice: For Akira I suggest creating the opportunity for the players to prevent Akira from getting killed/captured to give the players more agency in the matter. For example It could be something like the players have to choose between saving akira or losing the yuan-ti pureblood. They have time to fix one of the problems but not both. That way they can earn akiras advice/knowledge that she has if they choose to save her at the cost of something else. As for whether the themes and tone is appropriate - ask your players "did you guys think this was too cheesy, corny, dramatic? If yes then try to change it up a bit and maybe find some tropes to focus on and turn them on their heads to subvert player expectations. If they are happy then keep on. You have developed more of a dark/low fantasy which your players seem to be into which is great, just remember the themes and tone when designing sessions. [/QUOTE]
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