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JAlanWilliams

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A member registered 93 days ago · View creator page →

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I feel like my party has barely scratched the surface of what the current ancestries can do, but I love this concept and would love to see a monster stat block for it.

I was concerned that giving it two turns or Villain Actions would make it a much higher EV. I would love to hear your thoughts on what being a leader or solo would do for it. 

I found out really late that some of the explanatory flavor text was lost on translation. The aura compels a PC or NPC to want to care for The Baby as long as it is in The Baby's aura. In my playtest, the thing that stood out quickly was that once the players understood The Baby's aura, they kept their distance, so Dirty Diaper is powerful but hard to execute(3 speed is slow, and a PC would have to agree that chasing their teammates is "protecting" The Baby), and I took that as the trade-off.  The aura increase on Tantrum again is powerful, but to what end? At this point, I hope players have discovered ways to separate a PC from The Baby, so attaching itself to another PC is desperation; a big enough aura could pull in passing NPCs or random forest creatures. When I played it, I kept one thing in mind: The Baby doesn't want to kill; it wants to survive. It's a parasite, not a predator, and that changed my tactics. 

I love that you chose to come up with titles, and the choice to tie them to the iconic villains is a great one. In time, Ajax and Von Glauer will be spoken of like other immortal monsters, and your players can say they killed them when. The titles for Invincible's End may be the strongest for me because they feel like an excuse to start a new campaign.

I love that you chose to come up with titles, and the choice to tie them to the iconic villains is a great one. In time, Ajax and Von Glauer will be spoken of like other immortal monsters, and your players can say they killed them when. The titles for Invincible's End may be the strongest for me because they feel like an excuse to start a new campaign.

At first, I was disappointed that there wasn't a victory for "winning" the montage test, but it is the "endless" bacchanal after all, so what else would happen but you keep going. I can't wait to run this and see the realization dawn that this is a loop that succeeding won't get them out of. I also love that you used art in the public domain. With so much AI in the world now, this is an untapped well of amazing art that also feels educational to use. 

At first, I was disappointed that there wasn't a victory for "winning" the montage test, but it is the "endless" bacchanal after all, so what else would happen but you keep going. I can't wait to run this and see the realization dawn that this is a loop that succeeding won't get them out of. I also love that you used art in the public domain. With so much AI in the world now, this is an untapped well of amazing art that also feels educational to use. 

I have a soft spot for anything that helps the role-playing part of our role-playing game, and this gives so many choices. It makes me want to create a gap between campaigns to allow characters to grow.

Yeah, extra marks for Anniv Ursare!

Do you have a wealth score in mind to be able to do the Build a Great Hall activity? My gut tells me you would need to be 4+ to afford it. That said, you could probably still host a feast in a rented hall for less. As a director, I would want guests to be able to benefit in some way from the extra recoveries. If my players held a feast, the BBEG or the devil that consistently offers them bad bargains would be sure to attend.

These are horrific in the best way. I do think "A creature implanted with an embryo can destroy the embryo by dealing damage to themselves equal to their level as a maneuver" is a bit too easy to remove the embryo, but the roleplay, along with this, makes it very cool. You've got me wondering what else a troll can eat.

This is really fun and I love the visual of the Boulder baby not being good at walking and then triggering its own Tumble ability. As for "More importantly, attacking an infant is nothing I or any Director in Draw Steel should want their players to do," might I recommend you see my entry, where I definitely want you to fight a baby.  

I feel like weather is an underused stressor in TTRPGs, and I like the idea that, similar to El Niño or Milankovitch cycles, you could see a change in expected weather. There's probably not space for much given the 2 page limit, but I would love to see examples for how this would work. Is <11 just Punxatawnee Phil seeing his shadow giving us more winter (I think that's how that works) or are we getting blizzards? Would a Glimmer at the end of summer cause a change in the growing season, potentially delaying or interrupting harvests?

I'm a big fan of anything that encourages players to think about their characters as people and not just a series of abilities and weapons. This feels like the kind of thing I would use between campaigns as a way to progress the PCs story between the end of one adventure and the call to the next.

Evil clowns are great, and the abilities give a lot of opportunities for role play to highlight the terrifying absurdity of what's happening. I do wish there was a pdf of this and not just the two images.

This is really fun! I have a player who we joke that his character is too drunk to adventure with us most of the time. It might be more fun for him to discover fatherhood.  My only complaint is that the Jams of the Timescape rules require it to be only 2 pages. A longer version of this with montages or baby negotiations would be really cool. 

This is really fun! I have a player who we joke that his character is too drunk to adventure with us most of the time. It might be more fun for him to discover fatherhood.  My only complaint is that the Jams of the Timescape rules require it to be only 2 pages. A longer version of this with montages or baby negotiations would be really cool. 

Thank you. Somehow, I clicked the "hide downloads" button without realizing it. You should be able to see the full file now. 

This is really silly, which is its charm. The world is too grim dark as it is for our games to always have to be dark as well. This is camp, through and through.

Complications are great if players and the director remember them. This is a great way to remind everyone of the things haunting their characters. I also love the Junk Trunk as an excuse to do one-shot adventures. Can't figure out how to get your players to that island run by evil angulotls? It's probably through the Junk Trunk.

This is a great way to build roleplay at your table and encourage players to think about their characters as more than a series of abilities and power rolls. 

These are really good. Is the Shillelagh's cube within 1, or can it be cast at range?

This is a really cool concept. The idea of changing boons create interesting challenges for players, especially if you hold off on telling the players what the boon is.