Hello and welcome to Crash’s Course, a short form podcast where I share my thoughts and advice on playing and running tabletop role playing games in roughly about 5 minutes.
Hello and welcome to Crash’s Course, a short form podcast where I share my thoughts and advice on playing and running tabletop role playing games in roughly about 5 minutes.
This time I want to talk about the greatest of all DM or GM crimes: Railroading.
I get it, players. Railroading is evil. How dare the GM take away your agency? Your freedom of choice? Sure, they worked really hard on that battle map for Session 4, but retiring to run an in-game children’s theater is way more enjoyable!
I get it, GMs and DMs, how dare the players veer away from your cleverly and meticulously crafted plot line? Sure, they want to have some control over the destiny of their characters, but shouldn’t your hard work be able to be showcased? Continue reading “Crash’s Course Ep 03: Railroading”
Hello and welcome to Crash’s Course, a short form podcast where I share my thoughts and advice on playing and running tabletop role playing games.
This episode is for anyone out there who wants to start a D&D club. It’s something I’ve done, something I’m currently doing, and, oddly enough, something I’ve been asked about. Continue reading “Crash’s Course Ep 02: D&D Club”
Vampire the Masquerade is a TTRPG game that was originally released in 1991 by White Wolf Publishing. Each player creates a vampire character – from a clan of their choosing. They are guided by a Storyteller, who weaves together a dark and mysterious tale that can require the players to make difficult choices.
While Dungeons & Dragons can have serious moments, it also allows for goofy fun. Not so with Vampire the Masquerade. This is a game of secrets that are kept hidden from other players. A revealed secret can cause tension and danger for those who know it. There is also a conflict if the player characters are from different clans, each of which have motives that are unique to them.
The biggest thing to know about Vampire the Masquerade is that it requires trust. Don’t jump into this game with a group of strangers. It works best when it is with a group of friends that you have played other TTRPG games with over the years. A group like that has had time to learn where people’s boundaries are.
This is important because the mechanics of the game allow for the potential of violence happening where one player character attacks another, if the story warrants it. Some clans strongly dislike other clans. There are skills that some player characters (or non-player characters, for that matter) can use to get into the minds of others. The purpose is to “persuade” someone to do something that is not in their best interest, and that they otherwise would not choose to do.
Vampire the Masquerade can also allow for moments of sensuality and/or sexuality in the story. A group of friends who trust each other can go into the game knowing that nobody is going to take things too far. Things can be mentioned or suggested without requiring detailed description.
Those who play as vampires must be comfortable with blood. Your vampire must feed from the living in order to survive. The game is not for the squeamish, and definitely not for kids. It is for those of us who enjoy vampire movies, and who are comfortable with a dark and scary world to play in. It works best with a group of friends who trust each other.
Have you ever wondered why the Warlock in your party seems unsure about which spell to use? The reason is simple. Some Warlock spells (or cantrips) are misleading. The name of the spell doesn’t necessarily mean it will do what you expect it would.
Chill Touch
What it sounds like it does: Touch an enemy with your hand and make them feel cold (or potentially freeze them in place). Either way, the enemy is slowed down for at least one turn. A red dragon might temporarily lose its ability to breathe fire due to chill touch.
What it really does: Without moving toward the enemy, the Warlock creates a ghostly, skeletal hand near an enemy. Assail the enemy with “the chill of the grave”. Target gains 1d8 necrotic damage and cannot regain hit points until the start of the Warlock’s next turn.
True Strike
What it sounds like it does: Absolutely guarantees that your spell, or an object you throw, will strike the enemy of your choosing. The amount of damage caused depends on the level of the spell, or the size and weight of the thrown object.
What it really does: Grants the Warlock a brief insight into the target’s defenses. Gives the Warlock advantage on their first attack roll against the target on the Warlock’s next turn.
Hellish Rebuke
What it sounds like it does: Allows the Warlock to insult an enemy in a way that would make even a Bard blush. Enemy will immediately start crying (unless they pass a Constitution saving throw). Their tears cause disadvantage on their next attack.
What it really does: Allows the Warlock to surround an enemy with hellish flames. The enemy must make a dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Shatter
What it sounds like it does: Instantaneously causes all glass that is within a ten-foot sphere around the Warlock to shatter. If used indoors, your party will never be allowed in that Tavern ever again!
What it really does: Causes a sudden ringing noise, that is painfully intense. It erupts from the Warlock at a point of their choice (within range). Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. Creatures take 3d8 thunder damage on a failed save, or half as much damage on a successful one.
Vampiric Touch
What it sounds like it does: Allows the Warlock to bite an enemy and cause blood to rapidly gush out of that wound. Enemy needs to make a Strength saving throw at the start of each turn. Each failed save causes them to become more anemic and have an increasing desire to just lie down for a while.
What it really does: Enables the Warlock to use their shadow-wreathed hand to siphon life force from others to heal the Warlock’s wounds. On a hit, the enemy takes 3d6 necrotic damage and the Warlock regains hit points equal to half the amount of necrotic damage dealt.