Kael (she/they)
omgitskael.bsky.social
Kael (she/they)
@omgitskael.bsky.social
🏳️‍🌈🏳️‍⚧️ (💖💜💙 + 💛🤍💜🖤)
I play a lot of TTRPGs, most of which I solo because I am terrible at socializing. I draw a lot. I cry a lot. Sometimes I do both at the same time. I'm efficient like that.
I’ve been listening to the Tainted Grail: Fall of Avalon OST while I play and what a cool mood the brings. Very bleak, very heavy soundtrack.
August 14, 2025 at 3:33 AM
They're gorgeous, and much larger than typical dice. I was kind of surprised at how chunky they are, but they're still really light to hold. Just a really nice pair of d12s.
August 12, 2025 at 1:14 AM
My test roll was a 19 with fear. Could be worse, I guess. 😂
August 12, 2025 at 1:12 AM
It was that white/green D12 that got me. I would love to have a full set that looked just like that. It's gorgeous IRL.
August 12, 2025 at 1:11 AM
It's definitely a standout for the GM resources! Even if people aren't going to play DH, the GM section alone is worth the price.
August 11, 2025 at 11:29 PM
We are absolutely fortunate to have so many resources now - and I do read/watch plenty! I guess I just want to encourage more than online options. I live in a community in the US where only a fraction of the residents have Internet. Sometimes the book is all these players have.
August 11, 2025 at 11:20 PM
I think part of it is I would not want to rely on outside sources to learn how to craft an adventure, even though there's plenty of examples now. I don't like the thought of our hobby relying on Google or YouTube. There is value in having everything for a GM to get started in the book itself.
August 11, 2025 at 11:10 PM
While I personally don't use premade adventures at all, I think starting GMs benefit from having a template they can work off. I adore DH's campaign frame, they are perfect for an improv GM like me, but they might not work for a new GM who doesn't know how to take it from a frame to an adventure.
August 11, 2025 at 10:58 PM
I also started running games in what I called a GM-full style, where everyone at the table has GM worldbuilding/rules authority. This played on my theatre background and the creative strengths of my players. I am exclusively an improv GM these days, but I also run GM-full with willing players.
August 11, 2025 at 10:41 PM
I eventually figured out I only needed the gist of the plot, a few NPCs, and a starting setting, but in the early days I was planning EVERYTHING. I would write scripts for NPC dialog, players were railroaded. It was a mess and it was stressful.

Cont'd
August 11, 2025 at 10:38 PM
So my only real reference was the video games I played and the shows I watched. I didn't know that it was a bad idea to write a script - and especially to try to adhere to it. I was a theatre kid, so if I'd been told it was a lot like improv theatre, I probably could have rolled with that.

Cont'd
August 11, 2025 at 10:35 PM
So I had no way to see how others played/ran the game and I had never heard of a TTRPG before. I had zero frame of reference. WoD books aren't great at showing how to run them. It felt like the book was written with the assumption that SOMEONE was going to teach me how to run a game.

Cont'd
August 11, 2025 at 10:34 PM
I agree regarding Daggerheart. It is very approachable, even for new GMs. There's a lot of helpful advice in that book even for other games.

When I started with old WoD back in the early 2000s, I didn't have any resources other than the book in my hand. I didn't have reliable Internet.

Cont'd
August 11, 2025 at 10:29 PM
I think a starting adventure that's maybe 1-3 sessions long is ideal for a budding GM. Preferably something they can then continue through their own world building, should they choose to, or else jump to a new game with a clearer understanding of what an adventure looks like.
August 11, 2025 at 9:17 PM
Depending on the GM's prior experience, they might have no idea how to prep an adventure or what that even looks like. In my own past experience, I had a copy of World of Darkness and zero experience as a player or even observer in ANY RPG. It was extremely difficult learning in a vacuum like that.
August 11, 2025 at 9:16 PM
For example, Deasia harnesses an old relic that lets her channel the spirit of a valkyrie. She has martial prowess, rune magic, frost powers, and necromancy. She can also summon a cool spectral horse named Magnus. Prowlers & Paragons is really flexible like that.
August 5, 2025 at 1:26 AM
Thanks! 💚

It's a fun system because you can really build whatever characters you like. I'm using it as more of a gothic horror and urban fantasy ruleset, rather than straight superhero. It works surprisingly well.

It's basically a "what if the protagonists all had spooky/death/creepy powers..."
August 5, 2025 at 1:22 AM
It definitely gets the creativity flowing when the dice throw you a curve ball! I usually have a general idea of where a story is going, but I let the dice decide how we get there, kinda like regular GMing.
August 4, 2025 at 12:27 AM