

For sure. Or just chat with them outside of the session some time


For sure. Or just chat with them outside of the session some time


Yeah I mean, basically anything can work with the right campaign, players, characters, etc. But my opinion doesn’t matter; your player’s opinions are the ones that do.
I’ll also add that the element of surprise is overrated. You think it will be cool when the player discovers this effect at a dramatic moment but it is far, FAR more likely that they never discover it at all. Or they only discover it after it’s been frustratingly negating everything they’ve tried to do so far. Or that they discover the curse at an un-dramatic moment and make the rational decision to just never trigger it again. That’s why I say it’s much better to tell the players ahead of time and set the expectation that being cursed will be a major part of their story; then they can DECIDE to have their character “accidentally” trigger the curse at a dramatic moment or what have you. You won’t have to tell the player “you’re compelled to yell now” they’ll automatically go “GOD I just feel like YELLING right now FOR SOME REASON!” and feel good about playing their character instead of feeling bad that you’re taking over their character.


With something more than an incidental curse, you really need player buy-in. I recommend meeting with each player, telling them you’d like to give them a cursed item that will be a major part of their character’s arc throughout the story, and the broad strokes of what you have in mind for their particular curse. Then, be receptive to feedback on that. Good players will recognize that this is a roleplay opportunity for them and try to fit it into the arc they had in mind for their character, but they may want the details tweaked to fit their particular narrative goals…eg to make the curse an ironic reflection of their flaws or a nod to their backstory or whatever. I recommend you try to approach this premise with a collaborative mindset.
Once in my early days, I ran a game where the players were all werewolves. I was reading a lot of GRM at the time and it was very edgy and I tried to give them a moral quandary: an injured baby. Do they curse the child with lycanthropy to save it?
That’s when the players hauled out the cursed healing potion from 15 sessions ago they’d been hauling around this whole time :/
The temptation to just post the address of a certain bar and a time is nearly overwhelming
This is good advice but I will add that putting a timer on player’s turns is also itself a bit of a problem…it comes off as infantalizing.


That’s not really how bots work. It would have to be coded to actually read and reply to your responses
Ooh, this looks neat. I don’t think I’d use it for spurious notes but it might be a good replacement place to do the making-it-good part


You can use Google Forms to get the RSVP functionality you’re looking for. And maybe a dedicated Discord channel with suitable posting restrictions so it’s JUST DMs posting such forms? Or you could even have them DM you their pitches and you post them, such that you can make the channel so only you can post. I also like using this tool for scheduling: https://www.when2meet.com/
You need a method to quick jot stuff down in the moment. I use google keep for those thoughts/ideas. It’s on my phone, very low friction always to just pull it out and get something out of my head. Make it good later, just use your notes app (or an actual notepad if you’re oldschool) to get it out of your head so you can think of other stuff without worrying about losing it.


Also worth noting, when doing group stealth, you’re effectively limited by the least-stealthy party member, since it usually only takes one person getting caught to give the game away.
You mean y’all have adventuring parties that aren’t composed entirely of weird lil guys?
Science Fantasy is usually a fantasy story in a setting typically associated with scifi. The classic example is Star Wars; it’s it a world with spaceships and lasers, but it’s about space wizards having swordfights.


Every custom, every belief, every fashion, every turn of speech?
No, of course not. Why would anyone waste effort on infinite irrelevant details? But everything there is to know, I know.
I do believe that player should be able to gain a basic understanding of the cultures their characters come from. The question is how much information can they get, and process?
You give them an overview at the start with the information you guess might be relevant or interesting to them, and supplement it during the game as necessary.


Part of the fun of DMing for me is in homebrewing cultures…or, more accurately, homebrewing factions that have a culture.
Besides which, there are some fundamental flaws in your premises:
You assert that a counterpart culture is easier to understand than an original one. I 100% understand any culture I make up, definitionally. On the other hand, neither I nor anyone else at my table can say the same about any IRL culture. Even members of a given IRL culture can never fully understand the totality of it.
You also say
[if] you create fantasy ancestries from scratch, you need to convey all that information to the players.
And I don’t think that’s true. Players don’t need to know everything about a culture to interact with them. In many cases, the player characters are themselves unfamiliar with that culture, in which case any mystery, mistakes, miscommunications etc are valuable in-character roleplay. And when the PCs would be familiar with a relevant aspect of a given culture, you can simply tell them that detail, no need to loredump everything. (Eg “I beg for mercy” “Your character knows that The Southern Pirates are notorious for never taking prisoners, are you sure you want to try that?”)
I’m not making fun of you I just thought it was a funny word :) Also, sorry about your butt.
I think you should take what the DM said at face value. No hard feelings, just vibe mismatch. It happens.