Canadian game master, primarily for Pathfinder 2e and D&D 5e. Programs for money.

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Joined 1 year ago
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Cake day: July 13th, 2023

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  • In my experience, having stuck with CR religiously, you find yourself with tense, anyone-could-die sessions - against a pack of wolves from a random encounter. And then you have easy, bring it home encounters - against the arc’s big bad. It takes control of the fight’s narrative stakes out of the DM’s hands, and makes it more-or-less random.

    I want to stress that it was fun to play this way, but eventually myself and my players longed for more dramatic final encounters, and so I had to homebrew creatures.


  • This can’t be overstated, I find that when building a homebrew world, I tend to fill it with all sorts of hooks and themes. What happens is my players jump around from one interesting locale to the next, but lack the drive of a “north star” goal as Sly puts it.

    My first time DMing Curse of Strahd was a big learning experience; simply having the goal to kill Strahd from the get-go meant players started sessions with more focus and were more committed to their characters and the story.