Matt's Roof Garden

Powered by 🌱Roam Garden

November 20th, 2020

Watched

> This is actually a good example of what I actually meant by attractive. When I say being attracted to somebody it doesn't just mean physical attraction. attraction is more than just liking how someone looks or wanting to get in the bed with them; It's usually a combination of many factors, some of which can be physical, the vibe that person puts out from their intentions and how you feel around them. So yes someone that might be more physically attractive may be able to get away with a certain lack of social skills, someone being attracted to them has more to do with how they feel when they are around them much less so how they look. The whole idea of game is the idea that you can somehow manipulate somebody to be more attracted to you based on how you present yourself but overall, you're less likely to need game, if you're presenting yourself genuinely and you're interacting with someone who genuinely just likes who you are. .float-right

been thinking a lot about all the fantasy art that you see around the internet. Massive floating cities in the clouds, battles with huge monsters, destruction, nature, creation at massive scales. All this is amazing to look at but rarely is it something that can be really translated to the intimate scale of D&D

I am frequently bothered by 'fake' things, things that lie about what they are. Faux brick on a typical stud wall, plastic plants, etc. I haven't quite figured out why these things bother me so much but they really do. Maybe because they are design elements & materials shoehorned into a space they shouldn't be. It shows a lack of creativity and/or a sense of rigidity to not use something which connects seamlessly

> "Come away oh human child to the waters and the wild, with a fairy hand in hand. For the world's more full of weeping, than you can understand." .float-right The Stolen Child by W.B. Yeats

Traveling and ways that to make traveling more fun

Am I going for random encounters is a bit too simplistic, some things to drive but some players like Diablo style of play for that converse with your players, see if they like to read recovers, but if you're wanting something different. Here's three ways you can mix them.

make a list of five and NPCs make the merchants or artisans to barter with in town or the road and give them something unique to sell. This allows for recurring characters they bond with or become rivals.

allow your players find something ancient or forgotten that has nothing to do with the current storyline. Write a few paragraphs of backstory for it and if anything else this will be a nice side quests for them to explore some time

Having them run into some titans. Let them know that they're not the only adventurers in the world and that some higher level adventures are for some reason seeking out these titans.

Vibe Checks

Add your perception, insight and charisma scores all together, and divide that by two to get your modifier.

If you pass a vibe check, you get a one word vague description of what the energy in the room is. If you fail it you get something completely off like it could be some really chill people and your DM will just be like, "murder".

Words abandon us when we need them the most