player build

Imagine a D&D game that all happens in the starting town… Like everything that happens the DM is trying to use to get the players to leave but they never do.

DM: “Oh there’s werewolves a town over killing everyone!”
Players: “Well democratic governments evolve and we can negotiate services from them. Maybe shepherding? I imagine they are great at that.”

DM: “War has started between the kingdom and a neighboring empire. You are called to fight!”
Players: “Well we will fight by organizing the township into a strong industrial complex to produce supplies and weapons. We will end up rich!”
DM: “Please… I built a world…”
Players: “We will build a strong economy!”

dysfunctional-college-roommates  asked:

42 + andreil? :)

It only took me all month to answer this! So sorry!

42: “I swear it was an accident.”

Andrew hasn’t even made it into the apartment and already he knows there’s trouble. His first hint is the smell: smoke. Not cigarette smoke, but a gross, acrid, burnt smoky smell. The second hint is the wail of the smoke detector and indistinct shouting. The third and most telling hint is that the door is half open, a definite no-no in the Minyard-Josten household.

I am so done with this shit Andrew thinks and then What the fuck is Neil doing? He pushes the door open, wrinkling his nose at the smell, which is almost overpowering.

“Honey, I’m home,” he calls out, voice heavy on the sarcasm.

Neil comes tearing around the corner, shirtless and inexplicably covered in blood.

“Oh my god! Andrew!” Neil yells. He’s holding a bloody towel and trying, ineffectually, to keep the blood from dripping on the floor. “I swear it was an accident!”

Andrew drops his bags and strides forward, checking Neil over. The wounds are superficial and look a lot like scratches. But that doesn’t explain the bloody nose.

“What the fuck happened?” Andrew demands.

“Neil, I can’t find Sir anywhere—oh…” Andrew stares hard at the man who has just walked out of the bedroom—he and Neil’s bedroom. “Andrew! Hey, uh, wow. This is awkward.”

Their landlord, Aubrey, is for reasons unknown also shirtless and covered in scratches. Andrew looks at Aubrey, then at Neil, his face as blank as always.

“Explain.”

Neil looks on the verge of a breakdown. “Aubrey, can you shut off the damn smoke detector? I swear to God I am about to lose my mind…” Neil hops up on the kitchen counter, head tipped back to try and stop the bleeding. “Christ. This is what I get for trying to be romantic.”

Aubrey snorts and Andrew shoots him a nasty glare. The snort turns into a terrified meep. Aubrey busies himself with the smoke detector, climbing on top of one of their chairs and unscrewing the covering to remove the batteries. The ceiling fans, Andrew notices, are circulating at top power and all the windows are open, letting in the muggy summer heat.

“So, what had happened was,” Neil starts. “I wanted to make you dinner.” Already Andrew is shaking his head. “I know! I know I’m not supposed to use the oven while you’re gone but I was just going to heat up some bread while I microwaved a lasagna. But I got distracted by the game… you know… and the lasagna blew up in the microwave.” Neil waves his hand to indicate the mess dripping out of the microwave onto the counter and floor. It looks like something from a horror film. “I started trying to clean that up,” Neil continues, “but I forgot I had the bread in the oven.”

“You forgot to mention the salad,” Aubrey interrupts. He looks like he’s enjoying this story too much, or maybe he’s just enjoying the view of Neil without his shirt. Andrew places a protective hand on Neil’s thigh and squeezes.

“Right, the salad. I bought a salad in a bag and I put the glass salad bowl Allison gave us on top of the stove so I wouldn’t forget.” Andrew already knows where this is going. “But I didn’t realize that I had accidentally turned on the burner when I turned on the oven? So the bowl got super hot and exploded!” Neil spreads out his fingers to mime an explosion. “Some of the glass sliced me. It scared the crap out of King and Sir. I stepped on some glass trying to go look for them. Then the bread I don’t know caught fire? Or something? It started smoking and set off the alarm.”

“Meanwhile I was getting calls from y’all’s neighbors about the noise and came up to check,” Aubrey interjects. “Neil answers the door covered in blood so I, uh, took off my shirt to staunch the bleeding.”

Andrew literally cannot believe Aubrey. He just stares at him. Stupid Aubrey and his 5’5” and his stupid football player build.

“While we were talking King snuck out,” Neil points at the door. “Aubrey chased him and brought him back but King scratched the shit out of him. We managed to get him in the bathroom. Which, okay, everything was fine but my feet were bleeding and I slipped on the linoleum and Aubrey tried to catch me and we both went down and I hit my nose on the side of the tub. Hurt like a motherfucker.”

“He swore a lot,” Aubrey adds.

“Right, so, that’s it. In a nutshell. Totally an accident, all of it.”

Andrew surveys Neil, bloody and with bruises already blossoming on his skin. He takes in the wrecked kitchen, the bloody footprints leading everywhere. The oven is open, the last of the smoke drifting out of the apartment. Through the open window he can see two charred baguettes smoldering on the balcony. Lastly, he looks at Aubrey, still clutching his blood stained T-shirt to his obnoxiously waxed and muscled chest.

“Well,” Andrew says, “this is a cluster.”

—–

After Aubrey leaves Andrew takes care of Neil, cleaning up his injuries like he’s done time and time again, though this is the first time that Neil has ever sustained culinary-related wounds. Thankfully the scratches and cuts are shallow but Neil will have black eyes from the nose job.

Once Andrew is done with First Aid he carries Neil back to the bedroom, settling him down on the bed. Sir, who has been hiding on the high shelves in the closet, jumps down and joins Neil. Andrew lets King out of the bathroom and King gives an indignant merow before getting on the bed. All four of them form a pile of bodies, human and feline. King settles on Andrew’s chest, kneading him and purring, sharp claws poking through his shirt. Sir licks the side of Neil’s face.

“I’m really sorry, Drew,” Neil sighs. “I wanted to do something nice for you and it ended up a disaster.”

“That’s what you get for breaking house rules,” Andrew grumps, flicking Neil’s ear. “But… thanks.”

Neil looks at him, blue eyes wide and startled. Andrew flicks him again. “But I better not catch you in our bedroom with another man, again.”

Neil laughs, head tipped back on the pillow. “Can you believe Aubrey took his shirt off? Who does he think he is, Magic Mike?”

Andrew groans. “Never should have let Nicky pick that one for movie night.”

They’re quiet for a minute; the only noise is the sound of the cats purring. Andrew scratches behind King’s ears and then does the same thing to Neil. Neil squints at him but smiles and leans into his touch.

“I’m glad you’re back,” Neil says.

Andrew tugs at Neil’s earlobe. “Glad to be back.”

How to squash metagaming

Metagaming is an inevitable challenge to face as a DM. Your players most likely have an INT score above 10 and are aware of common tropes and dangers the D&D world has to offer. On top of that, “table talk” and players coaching other players what to do in an encounter (often while they’re not there themselves) can spoil the suspense of a scene. Here are a few tricks I’ve picked up since beginning my campaign to mitigate metagaming and keep players at the edge of the couch. 

Night Shift Notes

When players take the night off and have lookouts take turns keeping watch around the campfire, have the lookout roll Perception. Write what they see on a piece of paper. Be it good news, danger, or nothing out of the ordinary, do this every time one character is visually or audibly checking something out on their own. It beats giving everyone in the party the same visual description simply because one of the PCs rolled high on Perception. Plus, it keeps things moving if you’re managing many party-splitting players at once. 

It’s also fun to leave things ambiguous for that lookout player. Describe sounds that could be tree branches scraping against the window, that could be nothing, but it could also be something… else. This trick may have varying effects, depending on what’s going on in your story. But just like a good horror movie, the simple act of farming out mundane info to just one player can build suspense, and gives a single player a bit of the spotlight as they time-manage what they can do between what their senses can pick up and how fast they can alarm the others of what they think is happening.

Fog of War

Whenever the party explores a dungeon or dangerous area they’re unfamiliar with, try revealing fractions of your playmat at a time. I always show a 15x15 starting point, like the entrance to the dungeon, and show enough in that small space to tease the corridors the PCs can travel down, at the risk of stepping into the unknown. 

You can also draw the map as you go, beginning with a blank canvas and taking your wet erase markers along the path as they explore it. To hint at what’s around the corner, be sure to have audible clues prepped in case someone is waiting before stepping into the next fraction of the map you’ve prepared. 

WIS and CHA Saves

Sometimes a single player is experiencing a condition that removes the option of choice. Perhaps a PC has been charmed in secret, or was possessed while separated from the party. Similar to how I deal with lookout encounters, I write an “If… Then…” guideline to follow, otherwise I let them role-play as normal. 

You’re under the effects of an enchantment spell. If you see one of the royal guard, you must alert them to your presence and the presence of your friends by any means necessary. You otherwise behave completely normal. 

It’s as if you’ve taken on the hatred of someone, or something, that can’t stand the sight of the living. If you hear the sound of laughter or merriment, you must take steps to remove yourself from the area or attack the source of happiness. Whenever possible, find the local gravekeeper: you believe there’s unfinished business with him, though you’ve never seen or met him before. 

Are there special steps you take to squash metagaming at your table? Let me know by reblogging and sharing your wisdom!

(it would be nice~)

Hello everybirdie :3

I think it’s time for one more masterpost about Virgo, maybe the last one before launching the demo, if everything runs smoothly until then!

I’ll show you some more about the Zodiac Realms system and more in depth info on battle system! I’ll also talk a little about my considerations in regards of a crowdfunding campaign in the near future for Virgo!

In Virgo you will travel through multiple worlds with vastly different enviroments to explore, each owned by a different Zodiac Sign. Each realm will be themed by the characteristics of their ruling sign. The main quest of Virgo is very clear: You have to dethrone all of the other Zodiacs, but as you go along the areas, Virgo will see herself amidst different paths and side quests, that will somewhat change her vision of this world around her, since she never really had a direct connection with (almost) any of the Zodiacs as she’s experiencing now by visiting their realms.

You can interact with almost anything on the game, except for trees - they aren’t friendly. Sometimes interactions may present you with choices for different actions that may change your path as you go.

Stat points can also be earned through interaction with the enviroment and characters. There will be plenty of situations in which the player must make a choice that not only will impact the story, but also Virgo’s statistic growth. Maybe forcing your way into a roadblock will raise your Ambition while waiting for it to be cleared will raise Patience. Several stat-checks will also be present, enabling some secret areas and rewards for different player builds~

This will affect the whole playthrough. Items received can be different and even the responses to the environment, as you may trigger specific events.

Players will progress from world to world, all connected to a Hub area, which will often be filled with NPCs you’ve encountered in the areas previously visited, so it’s possible to find Salarygoats there, for example.

Zodiac Realms may be revisited once they’re completed and each will feature its specific Black Hole Zone - the only places where Heretics respawn endlessly for optional bonus experience, currency and special rewards. The game will be perfectly winnable without spending time on these arena-like zones, though, so if you absurdly despise grinding, you don’t have to go there.

Virgo’s combat system is designed around making every turn very significant. From guarding when enemies will most probably strike you with all they’ve got to removing their buffs at the right time to not get countered and abusing their weakness through skill combos, the core philosophy is to give meaning to every single action and mechanic.

Buffs should be drastically noticeable, enemies will fight with their own varied intelligence so that players won’t ever find a single optimal strategy for the whole game.

Virgo will be the only playable character, but think of it as a plus, as the story and every enemy will be personally designed for her, giving a lot more meaning to all of your actions throughout the game.

(Look, it’s Musashi!)

Every single fight is made to test the player’s skills and tactical thinking, with a focus on in-conflict demands and results, as opposed to having dungeons with dozens of easy battles that just matter to wear down the characters slowly so they must manage their resources over time.

In Virgo, Purity (the resource used to cast abilities) regenerates naturally in battle and outside of it and items are significantly powerful, but can only be carried in very limited amounts, to assure a per-conflict danger.

A battle against a very tough foe can’t just be brute-forced through by spamming Attack 35 times and using 56 Potions, but a smart use of skills available as well as taking advantage of special items to inflict status effects on foes.

Skills and abilities are earned through equipment; items will often give Virgo a new ability in addition to stats and passive effects. Players are encouraged to mix and match pieces of equipment to create various skill combos, such as combining a Shield’s risky Block-chance Buff (that works at the cost of armor) to a Ribbon’s Blinding Spell to minimize the downsides of the first buff.

I think the development of the game untill now is doing really great! Now I’m in a critical moment where I find bugs that weren’t supposed to be there, so setting a date for the release of the demo is hard, but saying it will certainly be around this month or early march is certain!

I also am going to release a crowdfunding campaign on Indiegogo (kickstarter doesn’t accept my country unfortunatelly), so I can pay my musician, buy some new equipment (still using a decade-old computer for this) and maybe feed myself with lots of cupcakes to fuel development directly (through unhealthy amounts of sugar). I plan on launching the campaign on Virgo season (august/september), so please keep up with me until then~!

Also, I’ll probably have to launch a greenlight campaign soon for Virgo because of the new Steam direct policy (with its potentially absurd fees), so if you could help me with the greenlight it would mean the world to me~! Thank you all for your support until now reblogging and spreading the love on Virgo, it makes me constantly glad to have this community helping me with my little gaimu T____T~

<3

Traveling Roomba Salesmen

It was my first attempt to dm Star Wars: Saga edition. In my party, I limited force users to having only force sensitivity since Jedi Powers are broken. I had one cat soldier, a jawa, and a droid from the trade federation.

At one point, they were on a mission to find an item for a crime mistress from Tatooine.

Me: How do you approach the fortress?

Droid Character(ooc): I know, we can sell them a roomba.

Me: ( has tiny aneurism) Fine, but it better be impressive. This is in a galaxy a long time ago etc. You need to create a sales pitch.

All players build a roomba and then proceed to sell it via the droid. Manage to get past the front security and enter the compound.

Alas, they forgot to tell the npcs not to blow the building…

youtube

No Anniversary Edition, no new DLC, no rerelease.

This is why I think CDPR is probably the best game dev in the business right now.

Rather than try and use this as a way to make more money, they spent money.  On players.  On the fans. On the people who bought their game.  They spent money to create a full cinematic to  say thank you to their fans and to give the fans a little bit more closure after the final scene of Blood and Wine.

We need more developers like them.

I actually had an idea for a minimalist MMO where the main focus is exploration and user-generated communities.

Your player character is A tiny little pixel person.

The main gameplay elements is done using little robotic helpers called Botas. The Botas are kinda like Pokemon. They’re mostly how you interact with the world, how you fight monsters, how you gather resources, build stuff, and explore.

The players can either craft their own Botas, or buy them from in-game shops and other characters. Some Botas are very expensive, and require a lot of resources and a lot of player cooperation to craft.

The game world is made out of lots of hexagons where the players can build their houses and store their loot. The different hexagons are of different terrains, contain different resources and give different advantages to the players who use them.

Each hexagon can be either available, free, or claimed.

Free hexagons are ones no player or group can own.
Available hexagons are hexagons nobody claimed yet
And claimed hexagons are hexagons somebody planted an ownership flag on.

Once you plant an ownership flag in a hexagon, you own it.

In order to maintain ownership, you must pay a tax (in in-game money) every so often.

But there’re different levels of ownership. Level 2 ownership is more expensive, but it gives you special perks.

You get to decide which other players can plant their Level 1 ownership flags in your territory, and 80% of their ownership payments go to you instead of the game bank.

Similarly, there’re Level 3 and 4 and beyond, each of them cost more but can cover all of the levels underneath it.

This is so things like towns and cities and nations can form with their own hierarchies of who owns what.

However, individuals can only own Levels 1 and 2. In order to own higher levels, you need to form Entities.

Entities are like corporations or alliances of players that can include or exclude players, and own properties. Entities cost in-game currency to form, but it’s a 1-time payment.

Entities are the companies, city councils, governments and nations of the in-game world. Thus, they can’t own property like players, and can only have Level 2 and up ownership flags.

Of course, defending your flag is up to you. Hostile players can attack you and remove your flag by force. That’s how conflicts form.

rosaline; ashton irwin

summary; he felt his heart flutter whenever he saw her but his heart pounded when he saw you.

words; 1,519

a/n; uh, high school au’s anyone?? i’m a slut for them so i wrote this. basically it’s where he has a huge crush on one girl and gets his heart broken by her but then he meets you and wonders why the hell he wasted his time on the first girl. so basically it’s like rosaline and romeo, hence the title! also i’m so sorry if your name is the same as the girl ashton has a crush on, i just wanted to dedicate a character to my friend who is the biggest ashton stan.

also this is unedited bc i’m trash but it was already bad enough so.

Keep reading

Wild Speculation Wishlist: Amonkhet Gods, Colors, and Creature Types

OK, so my Wild Speculation Wishlist for Amonkhet basically boils down to three main categories, which I’ll list off in just a second, and then I’ll get into some specifics. 

Keep in mind that I’m not trying to convince anyone that my speculations here are correct (I’ll leave others to making realistic and reserved predictions) but these are things that I think would be cool, and that I could see as possibilities not outside the realm of plausible. 

OK, so everything below hinges on these three wishlist items: 

Five factions built around the three-color shards 

My main reasoning for believing this is plausible is the fact that we know Nicol Bolas is going to show up at some point, and I would be VERY surprised if he isn’t in his signature blue/black/red color identity. If Bolas is already going to push players to build around three colors, why not include the other four shards in the design as well? (Plus, it’s been almost a decade since we left Alara.) 

Two-color themes built around the ally-color pairs 

If there’s one design lesson I learned from the Tarkir block, it’s that designing wedge factions means that experienced players will want to draft enemy-color pairs, because that gives them the most flexibility to go with one wedge or the other, depending how the draft goes. Maro has also stated in the past that there’s not as much design space in the three-color shards as Alara gave the impression of. Putting some of that pressure back on ally-color pairs could take some of it off the shards. 

Tribal themes with anthropomorphic animal creature types 

In all fairness, my love for tribal-themed decks means that I could add “tribal themes” to just about any Wild Speculation Wishlist, and for those of you that have been around my blog for a while, you’ll know that I’ve been dreaming about an anthropomorphic tribal set for a long time. But that’s not to say this idea doesn’t have ANY merit beyond just wishful thinking. We’ve already seen some art that suggests there are at probably Aven and some jackal-variant of Ainok on Amonkhet. And it looks like each of the gods have animal faces, so this could be the time!! 


OK, so with those three main categories acknowledged, I’m gonna break down my speculation into some more specifics. I’ll break these into groups using the primary color of the factions tying them together, and I’ll say the god, theme, common creature type, and rare creature I’d love to see for that faction. 

White-Centered Faction 

Cat God Colors: White (primary) Green (secondary) Blue (tertiary) 
God of Sight, with white representing light and truth, green representing knowledge of the past, and blue representing knowledge of the future 

Common Creature Type: Cats (leonin) 
Primary in white, secondary in green 

Rare Creature: An all-seeing Archon in White/Green 

Blue-Centered Faction 

Bird God Colors: Blue (primary) White (secondary) Black (tertiary) 
God of Judgement, with blue representing exactness, white representing order, and black representing retribution 

Common Creature Type: Birds (aven) 
Primary in blue, secondary in white 

Rare Creature: Classic Sphinx in Blue/White 

Black-Centered Faction 

Crocodile God Colors: Black (primary) Blue (secondary) Red (tertiary) 
God of Hunger, with black representing avarice, blue representing thirst for knowledge, and red representing passion and hunger 

Common Creature Type: Crocodiles (new race) 
Primary in black, secondary in blue 

Rare Creature: Nightmarish Demon in Black/Blue (maybe Razaketh?) 

Red-Centered Faction 

Hound God Colors: Red (primary) Black (secondary) Green (tertiary) 
God of Journeys, with red representing individuality and courage, black representing determination, and green representing destiny 

Common Creature Type: Hound (jackal-variant ainok) 
Primary in red, secondary in black 

Rare Creature: Crocodile-like Dragon in Red/Black 

Green-Centered Faction 

Snake God Colors: Green (primary) Red (secondary) White (tertiary) 
God of Fertility, with green representing vitality and growth, red representing love, and white representing life 

Common Creature Type: Snakes (more like the naga than the orochi though) 
Primary in green, secondary in red 

Rare Creature: Cobra-headed Hydra in Green/Red 


WHEW!! OK, that was a lot to unpack. If you’re still here with me, let me know what you think! Obviously I don’t expect to be 100% right with these guesses, but honestly I’d be happy with 10% right! 

How about you?! Any of these predictions you’d like to see show up in Amonkhet? 

GMing 101

So I get a lot of questions from people who want to start their own gaming groups but feel like they don’t have the experience or are too anxious to DM. DMing is a lot more rewarding than just being a player character, imho. You get to be the spinner of an entire cosmos! It’s heartbreaking and hilarious and unexpected. It is also a lot easier than it seems. It basically just boils down to “make shit up”.

Anyway, I thought I’d write a “cheat sheet” of sorts that tells you my GMing mindset, what I find that works, and what I suggest avoiding. Now obviously DMing isn’t an exact science and everyone plays differently and finds different things fun, so if you’re an experienced player and you read something on this list that you disagree with, cool! That’s fine! I’m just saying how I roll, yo, it’s not an attack on anyone else’s playstyle.

This doesn’t really go into any technical stuff, it’s just an overview. At some point I might run a q&a/troubleshooting session over on Twitch for new GMs that’s a little more in depth but only if that’s something people show interest in. Until then though, plz enjoy this ridiculously long post!

Keep reading

there’s this master tier ekko player who builds frost queens first every single game (in midlane) and

alright weird but?? they’re the master tier player so I guess it’s time for frost queens

anonymous asked:

Why do single player games receive balance changes? I remember in dragon age 2 and inquisition a really strong build got nerfed pretty hard (2 handed reaver in da:2 and Knight Enchanter in DA:I specifically) Why balance single player games when different builds play differently and statistical inferiority wouldn't matter that much to many?

God mode gets boring pretty fast. If they are a little OP but still engaging then it’s probably fine, but a good designer doesn’t want the game to be too easy (unless the player explicitly chooses so) or there won’t be any sense of accomplishment. Games that are too easy overshoot the sense of flow and push players towards boredom. The sudden change in challenge level can be enough to get the player to quit. We usually want to make the easier experiences explicitly chosen by the player at the outset (e.g. selecting story mode difficulty from the option menu) so they know exactly what they are getting, rather than at the class specialization screen several hours into the game without warning. 


Got a burning question you want answered?

dembledorf  asked:

Friend Yeen! I need help! I suck at deck building, do you has tipz?

HUMAN WANTS TO ANSWER

Ok so I’m gonna answer this one seriously!

Deckbuilding is my lifeblood. I own 25 EDH decks and they all play differently. To me, deckbuilding is all about following your heart to what you find fun. Let me show you the process I take!

1. Find your inspiration

A commander catch your eye? A new tech like Investigate? Flavoring like zombie tribal sound fun? Or maybe you want to make a deck around an aspect of the game like Combat or Artifacts.

2. Build your core

You’ll want to amass cards for the main strategy of what you want your deck to do. These are the fun cards you want to play, your Master Biomancers, Frontline Medics, Diregraf Captains. This is the strategy.

3. Round out the deck

You’ll now want to flesh out the deck. There’s a few areas you will want to make sure every deck you have runs, however this comes with an asterisk.

With the scale of EDH every deck can become omnipotent. You will want to restrict your deck’s ability by its colors and its strategy. Combat related deck? Make its removal only functional in combat. It forces you to play the strategy you’ve built and makes the deck more fun for everyone involved.

Draw Power
- Reforge the Soul
- Recurring Insight
- Green Expertise/Shamanic Revelation
- Read the Bones
- Staff of Nin
- RIP in Pieces White Draw (Mentor of the Meek?)

Ramp
- Cultivate/Kodama’s Reach
- Commander’s Sphere
- Sol Ring
- Note: you should want your mana ramp to curve into your commander. If you run a 4 drop commander, your ramp should all cost 2, so turn 2 you poise yourself for turn 4, and 5 drops running 3 drop ramp. Cultivate/KReach actually set you up to drop your commander next turn

Targeted Removal
- Chaos Warp
- Negate
- Krosan Grip
- Condemn
- Tragic Slip
- Note: your removal should be limited by your colors. Blue is the worst offender in this category with effects like Pongify. See how I chose Krosan Grip over Beast Within? Its a fine card, but KGrip limits it to what my colors normally remove. Forcing your deck not to be omnipotent makes for more interesting games when you can’t handle every threat.

Also, counterspells are as much removal as killspells. I recommend 3-5 counterspells in a deck, 5 on the heavy control side. Counterspells are not guaranteed control, if you run too many you’ll end up with hands of counterspells and all tapped lands.

Board Wipes
- Hallowed Burial/Planar Cleansing
- Coastal Breach
- Deadly Tempest
- Blasphemous Act
- Wave of Vitriol
- All is Dust
- Note: See how the C16 precons used light amounts of board wipes? That’s because each board wipe resets the game. Board wipes are a healthy way to keep the game running, but abuse of them brings the game to a halt. I recommend 3-5, 5 on the heavy control side.

Board wipes are also where you gotta be REALLY careful. One sided board wipes can be too devastating to the point where the game isn’t fun anymore (also known as Cyclonic Rift).

Again with this section if you can flavor it towards your strategy do it. It makes for more unique builds. For Atraxa +1/1 counters you can run Give/Take instead of Recurring Insight. Run Retribution of the Ancients instead of Go for the Throat.

If you like I can make a masterpost of useful removal. Removal is different from the core of your deck in that staples are much more acceptable.

4. Make cuts

Now you have your core and support, you gotta cut it down to 99. Here is how I recommend making cuts:

- Remove tutors for draw
- Remove extra turns
- Remove infinite combos
- Remove non-flavorful staples (I.E. Solemn Sim in a zombie EDH)
- Remove one sided/oppressive cards
- Remove Cyclonic Rift
- No really I’m serious get that out of here
- I swear to god I will eat that card with my own teeth
- Prioritize fun over efficiency. Maybe you shouldn’t run grave pact. Maybe instead of Vindicate you run Will of the Council

Lastly the most important thing that a lot of players forget: build your deck to interact! The C14 Offering Cycle is fantastic for this! Tempts are great! Tempt with Reflections should work its way into flicker decks. Offer everyone A copy while you get more copies!

THAT ABOUT DOES IT. If you ever want someone to look over your deck I’d be happy to!

anonymous asked:

I once made my dnd players build an electric circuit in order to solve a puzzle! It was actually a lot of fun to watch everyone reach into their memories of 7th grade science to try and remember how to do it. I highly suggest tactile irl tasks if you get players into one place, engaging and challenging storytelling decices!

nice!

FFXV D&D AU

Noctis

  • plays a chaotic evil rogue tiefling
  • the player that never reads the handbook
  • always loses his damn character sheets, is never prepared. Memorizes his stats and writes them over every time or looks at pictures of his sheet on his phone.
  • constantly is rolling natural 20s or either a critical 1s for everything, Ignis suspects his dice are rigged and so he gives him another set but he still rolls nat 20s and 1s. What the fuck.
  • Is a major treasure hunter, wants to collect all the rare weapons!!
  • Falls asleep until it’s his turn for initiative, but always manages to fuck shit up and get the job done.
  • Generally means well, he never does anything to intentionally hurt the party or cause a major inconvenience. He just wants to have a good time and a laugh with his friends. 
  • Teasingly heckles Ignis a lot to rile him up, acts like a backseat DM. 
  • ALWAYS the one drawing sneakily drawing dicks on the world map and on Ignis’s paperwork, blames poor Gladio for it. 
  • Sneaks in inside-jokes from the latest session into his daily life.
  • Finds Gladio one day at the citadel and goes up to him with a look on his face and whispers,
  • “Giant swamp leech gives you the succ.”
  • Gladio.exe has stopped working.
  • don’t be Noctis.

Ignis

  • the Dungeon Master™; guys he isn’t Ignis anymore, he only responds to people calling him as the Dungeon Master™.
  • follows the handbook religiously, got any questions? Too bad read the handbook, loser.
  • gets really disappointed when the group skips over any puzzles he’s made. He worked so hard on that goddamn it!
  • this poor dm is, so, so, tired of all the bullshit and heckling. 
  • takes a BIG shot of coffee every time major shit is about to go down.
  • threatens everyone by making them randomly roll dice for unexpected perception checks 
  • “oh how unfortunate, you rolled a critical 1… you forget how to open your eyes as you suddenly get mauled by a wild bear. Roll for initiative.” 
  • plays a lawful neutral High Elf wizard in another campaign with Lunafreya, Ardyn, and Ravus. 
  • Paints his own player pieces and builds detailed environments. Gets pissed whenever he finds dicks drawn on everything. Who’s been drawing dicks?! On my dragons??!

More under the break!

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anonymous asked:

Hi there Eric! I'm a young writer going to university soon, and I wanted to say I love your work in Minecraft Story Mode! You have inspired me to write my own stories, and I love that you're the lead writer for season two! You're one of my idols and role-models. That said, I wanted to ask you something about the series; What exactly inspired you for the adventure pass (Ep's 5-8). They were the most creative ep's to me, and I wanted to know what inspired you for them, Old builders, Blaze-Rods etc

Man… First of all, I can’t even tell you how much that means to me. Wow. I am seriously just so touched and so flattered… Thank you.

To answer your question about inspiration… the two biggest inspirations for the Adventure Pass were Doctor Who and a 90s TV show called Sliders. We wanted to be able to do really tonally different episodes that let the player experience some of the huge variety that’s possible in the world of Minecraft. Each episode took influence from (1) a game type in Minecraft and (2) a genre of film/television.

Episode 5, Order Up!, took its initial inspiration from the Minecraft gametype “Skyblock,” where players must build as much as possible from highly limited resources in the middle of the sky. Tonally, it drew its influences from adventure stories like The Princess Bride, The Three Musketeers, Zorro, and the movies of Errol Flynn. We wanted to let the player feel like a rebellious swashbuckler getting thrown into the middle of crazy skyblock political drama and really mix it up.

Episode 6, Portal to Mystery, mostly drew its influences from murder mystery stories like Clue and And Then There Were None. Gameplay-wise, we were inspired by “Murder Mystery” gametype that people play in Minecraft - We wanted to see if we could make an episode that felt like a super dramatized version of one of those games.

Episode 7, Access Denied, wasn’t so much influenced by a single gametype as it was influenced by people who build crazy large-scale redstone computers in Minecraft. It asked the question “What if one of those computers… went evil?” For tonal inspiration we looked at classic science fiction like the original Star Trek and The Day The Earth Stood Still.

Episode 8, A Journey’s End?, took the majority of its inspiration from a few of the competitive minigames that people play in Minecraft: Spleef, Parkour/Lava run, and The Walls - Again, trying to imagine the most dramatized version of people playing those minigames. Tonal influences included movies like Spartacus, Gladiator, and The Hunger Games, though it also drew from professional wrestling, American Ninja Warrior, and American Gladiators.