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default-cleric · 3 years
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default-cleric · 3 years
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SPOILERS FOR CRITCAL ROLE EPISODE 136
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default-cleric · 3 years
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Eyes of Nine
I’m finally caught up with Critical Role, so here’s the sequel to the illustration I made back in 2018 (how it started, how it’s going lol).
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default-cleric · 3 years
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fjorester doodle!
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default-cleric · 3 years
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(caduceus): we need to distract these guys.
(caleb): leave it to me.
(caleb): centaurs have six limbs and are therefore insects. discuss.
(lucien & the gang): *immediately begin arguing* 
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default-cleric · 3 years
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I love Travis so much.
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default-cleric · 3 years
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God I love these two so much (irl and fictionally)
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default-cleric · 3 years
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i was supposed to prep a session today
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default-cleric · 3 years
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Jester’s WILD Tarot Card Reading for Lucien
Past: Image of the Calamity. History and Dream. A massive creature shatters a city.
Present: The Tyrant. Two dragons fight each other in a figure eight. The one facing Lucien is red.
Future: Death, facing Lucien. A rebirth. Something must end for something new to begin.
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default-cleric · 3 years
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I’m still hoping Lucien gets Molly’s memories (sobs)
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default-cleric · 3 years
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yasha’s hot meal
+ bonus travis trying to save the lesbians
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default-cleric · 3 years
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I wrote you a poem. Oh, no one’s ever written me a poem before. Yeah. I thought, you’ve just been so distant from us. I just want to make sure that you know that you’re part of the team and part of the family.
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default-cleric · 3 years
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Yasha and Beau telling their besties about their date.
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default-cleric · 3 years
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OK BUT THEM HYPING EACH OTHER UP MADE ME JASBFKJSHBFHBSNFJHDBJSAJHBDFS
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default-cleric · 3 years
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Tag yourself I’m Caduceus who just discovered the several skeletons around the gem
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default-cleric · 3 years
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SMALL SPOILERS FOR CR S2 EP115
Love how Caleb’s mentality for battle is “I can give you lots of hit points”
“Oh, so you can heal?”
“No. I can give you lots of hit points.”
*turns you into a mammoth*
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default-cleric · 3 years
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Creating a campaign
As a mentor DM, I've heard a lot of people's campaign concepts and I want to talk about how you can make your games a little more cohesive from their inception.
Step one: Concept
As creative folks, we often start from a place of aesthetic or concept. For instance, many people want to run a game on a ship so that they can finally use all of those sea-based monsters and have some Pirates of the Caribbean style shenanigans. This is a great place to start, but tells you very little about what the game will actually be like.
Step two: Genre
The next step in conceptualizing a campaign is to isolate the genre you're wanting to play in. While the concept of a seafaring campaign is enticing, you (as a dm) need to know exactly what type of seafaring you want to do.
Are you wanting to run a pirate adventure to find hidden treasure and ancient artifacts like Pirates of the Caribbean? Or a journey across the sea on a merchant vessel fighting off pirates? Or new recruits in the Navy? Or a resource management and business focused game of keeping your ship afloat?
Having a concept in which many genres can exist poses a problem for your players in terms of character creation. Imagine if your party was composed of a pirate, a merchant, a naval officer, and a mercenary soldier, all treating the game as a different genre. Session zeroes tend to suffer when you just tell your players about the setting of your game and the higher concept rather than the genre and the style of play.
Being clear about what the game will feel like from a genre and playstyle standpoint will help your player characters make a more cohesive group based on genre staples.
Step three: Theme
Nailing down a genre and a playstyle also allows you as a dm to nail down your story more effectively.
For instance, if your game is a piratical treasure hunt, it is going to be more like a classic d&d adventure where your characters are outlaws attempting to gain extraordinary wealth. You can create a story about wealth inequality, the disenfranchisement of lower class people, and the injustices inherent in structures of law in the age of sail.
On the other hand, if you are playing a game from the view of the Navy, you can tell a story about finding and defeating a singular antagonist of a pirate lord, which becomes a different d&d genre staple.
Think of what kind of story you want to tell with your game, and that knowledge and how you frame it will influence both the way you construct it with your antagonist and your plotlines and help your players make characters that will fit cleanly into your world.
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