Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Tasha's Group Patrons Preview
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jfdlsjfd" data-source="post: 8122792" data-attributes="member: 42856"><p>In this thread, we have ample proof that established/experienced GMs don't need the Patron section to have the group work under the direction of a regular employer, established in the setting, and get "perks" from being related to this power group. I agree with this general sentiment: it's a natural thing to imagine once the group is comfortable enough with the setting that their PCs will try to become part of an organisation, whether a trade guild, a wizard academy or a political power. </p><p></p><p>But I am not sure experience in creating campaigns and familiarity with a setting, both hallmarks of established GMs, are really needed to imagine that by oneself. In fact, the "newer players" or "yet to be recruited" groups are probably familiar with CRPGs and MMORPGs, so they are probably envisioning campaigns as a series of scenarios linked not by player initiative (that requires a human GM) but by the tasks provided by a quest giver, with "faction gain" as part of the recompense for doing the work. Reputation gain with a faction providing benefits aren't something new players should be introduced to, it's probably the way they envision a campaign structure in the first place, if they come from the much larger videogames player demographic. It is also a natural way for beginning DMs to motivate the players... While a first-time GM might struggle to imagine what will happen if the characters DECLINE the quest in the first gaming night, and decide to go carousing in a tavern instead (haven't we all feared that at some point), the natural, if heavy handed answer is "you're city guards, it's your F... JOB to go after the kobold caravan raiders!"... So basically, I feel the background of a group patron is the more natural choice and not something that would be introduced in a late book in the line. The beginning DM would probably only read the base books before running a game and not buy all the line at once, wouldn't he?</p><p></p><p>The mechanical part seems to be reduced to "coworkers can give advantage to each other once per long rest". Not something very imaginative not something that would make sense: if the PCs are self-employed, shouldn't they be even closer than if they all work for an overarching structure that could provide them with the same opportunities individually and not only as a group? As it's a small benefit, it's not something that's problematic but I don't think it will provide the "meat" of this book. I can see a section on patrons being interesting if they can flesh out some flavorful patron organizations that could inspire the creative juices of the DMs, but if it's the case, it's possible the page they decide to provide as a sneak peak probably wasn't the best. I think just having generic ideas of reasonable requests one could ask a specific type of patrons (for example, access to an advantage-providing on History check for an university...) isn't something the newer DMs would need. The exemple they allude to in the text (exception from certain law) can be interesting if they manage to provide flavorful examples, but is it possible in a setting agnostic book? I am pretty sure DMs with even 0 experience can imagine that "you're a city guard, therefore you're entitled ot bear arms within the city, like the nobility and unlike much of the locals" is a logical part of the job, not something they need a reminder of.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8122792, member: 42856"] In this thread, we have ample proof that established/experienced GMs don't need the Patron section to have the group work under the direction of a regular employer, established in the setting, and get "perks" from being related to this power group. I agree with this general sentiment: it's a natural thing to imagine once the group is comfortable enough with the setting that their PCs will try to become part of an organisation, whether a trade guild, a wizard academy or a political power. But I am not sure experience in creating campaigns and familiarity with a setting, both hallmarks of established GMs, are really needed to imagine that by oneself. In fact, the "newer players" or "yet to be recruited" groups are probably familiar with CRPGs and MMORPGs, so they are probably envisioning campaigns as a series of scenarios linked not by player initiative (that requires a human GM) but by the tasks provided by a quest giver, with "faction gain" as part of the recompense for doing the work. Reputation gain with a faction providing benefits aren't something new players should be introduced to, it's probably the way they envision a campaign structure in the first place, if they come from the much larger videogames player demographic. It is also a natural way for beginning DMs to motivate the players... While a first-time GM might struggle to imagine what will happen if the characters DECLINE the quest in the first gaming night, and decide to go carousing in a tavern instead (haven't we all feared that at some point), the natural, if heavy handed answer is "you're city guards, it's your F... JOB to go after the kobold caravan raiders!"... So basically, I feel the background of a group patron is the more natural choice and not something that would be introduced in a late book in the line. The beginning DM would probably only read the base books before running a game and not buy all the line at once, wouldn't he? The mechanical part seems to be reduced to "coworkers can give advantage to each other once per long rest". Not something very imaginative not something that would make sense: if the PCs are self-employed, shouldn't they be even closer than if they all work for an overarching structure that could provide them with the same opportunities individually and not only as a group? As it's a small benefit, it's not something that's problematic but I don't think it will provide the "meat" of this book. I can see a section on patrons being interesting if they can flesh out some flavorful patron organizations that could inspire the creative juices of the DMs, but if it's the case, it's possible the page they decide to provide as a sneak peak probably wasn't the best. I think just having generic ideas of reasonable requests one could ask a specific type of patrons (for example, access to an advantage-providing on History check for an university...) isn't something the newer DMs would need. The exemple they allude to in the text (exception from certain law) can be interesting if they manage to provide flavorful examples, but is it possible in a setting agnostic book? I am pretty sure DMs with even 0 experience can imagine that "you're a city guard, therefore you're entitled ot bear arms within the city, like the nobility and unlike much of the locals" is a logical part of the job, not something they need a reminder of. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Tasha's Group Patrons Preview
Top