Red, as he helps the weak
Violet, as he learns to speak
Green, as he finds the way
White, only brings dismay
Gold, and her decision made:
Two forgiven, two betrayed.
As she reaches for her youth
The final gem reveals the truth.
@Kaisastupidhead Five keys open five old locks
One that shows you how to talk
Two that show you Ma'at's path
One that turns for perfect wrath
The last key opens more than doors
Releasing days, dimensions, wars
Dwarven lords tossed them away
One glen to and one to Fae...
@PodcastMovement Five keys open five old locks
One that shows you how to talk
Two that show you Ma'at's path
One that turns for perfect wrath
The last key opens more than doors
Releasing days, dimensions, wars
Dwarven lords tossed them away
One glen to & one to Fae . . .
https://t.co/YyQPbKkR21
Red, as he helps the weak
Violet, as he learns to speak
Green, as he finds the way
White, only brings dismay
Gold, and her decision made:
Two forgiven, two betrayed.
As she reaches for her youth
The final gem reveals the truth.
@InitiativeRole It can totally be done- I know people who have had fun playing an evil campaign.
I think I might feel differently about it if they started out bad but it was a redemption arc. I dunno, I just worry it could devolve into making torture fun, and I don't want to play in that game
@InitiativeRole @RiderJared Practicing improv ideas like "Yes, and..", "No, but..", "Yes, but..", and "No, and.." helps a lot too, I think.
"Yes, you succeeded in a way I didn't expect, but something new happens! It could turn out badly! What do you do?"
Let them fail. Let them win. Conflict > Resolution
@InitiativeRole @RiderJared If all your players think you are always punishing them, I think that is valuable feedback-- maybe they want a game that isn't as brutal, ya know?
But striking that balance is always difficult. It helps if you have unexpected positive consequences along with the negative ones.
@InitiativeRole @RiderJared (I think splitting the party also largely depends on the player's play preferences. Do you want a dungeon crawl, and value tactics? Always stick together. Do you value story? Do whatever the story dictates. I think it's group-dependent.)
@InitiativeRole @RiderJared I hope that what @RiderJared said is true: I try to both maintain verisimilitude & let the players do what they want. But it means there are often unforeseen consequences of decisions, sometimes negative. There is no "punish" when you run the game, only conflict then resolution!
โฌ๏ธ In D&D, you overcome challenges. Conflict, then resolution.
Player's characters overcome things in-game, and it's our job as the DM to overcome IRL challenges. Split the party! Let your player's characters shine!