When worn these spectacles allow the bearer to read any written language. Only the literal meaning is revealed, similar to the spell comprehend languages.
Last night I wrapped up my cyberpunk campaign using the Sprawl after six sessions. Because of scheduling those six sessions took place over the course of six months, and I had told the players at the start that it would be a mini-campaign. We had a session zero where the three players made up their characters and relationships as per the rulebook and then we got to it. Campaign Image by Midjourney We had a hunter, a tech and a driver. Since we live in London I suggested we use it as the setting, and I went on to suggest that in the future London has become a haven for those doing business off the financial grid. My vision of the city was that it is mostly empty, with little to no industry. There would be buildings that catered to visiting corps and crime syndicates who wished to meet and make deals, without the worry of surveilance and financial records. While I imagined the rest of the world's major cities would contain the more expected cyberpunk tropes like massive arcologies, ...
Knowing when it’s your turn to speak. It’s a skill we all learned, but when? And did we all learn it the same way? I’ve been watching some actual play videos, and thinking about my own roll20 campaign, and face to face games, and I realise that everyone has their own rules for conversation. In some cases it all works out, but in others, we have people interrupting each other, talking for longer than necessary, or not speaking at all. The lack of visual cues in my online (voice only) game probably makes this worse. A rules system for speaking This reminds me of a time when I ran a session of Dungeons & Dragons, 3rd edition. There were eight players on that fateful Saturday morning, and they all wanted to do stuff. So I had them roll initiative, not for the characters to do stuff, but for the players to be allowed to speak! I got through that session, and never ran such a big one again. But last weekend I was a player in a session of D&D 5th edition, with eight players...
I just realized that the six ability scores can be divided into three traits. I might have read this somewhere, but I still felt like it was a revelation. Strength and charisma are your abilities to change the world. Charisma is your strength of character (as applied to other people), it’s your force of personality. Strength is your force of arms. Dexterity and intelligence are your abilities to avoid the abilities of others. Intelligence is your mental agility, it’s your quickness of wit. Dexterity is your quickness of body. Constitution and wisdom are your abilities to survive the world. Wisdom is your will to live, it’s your mental toughness. Constitution is your toughness of body. These three traits could be used to define the character classes in original D&D games. The fighter has strength and charisma. He swings his sword, inspires followers, and eventually leads armies. The thief has dexterity and intelligence. He avoids obstacles, obtains riche...
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