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Joined 2 years ago
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Cake day: March 17th, 2024

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  • Sounds like a fantastic weekend!

    I would personally recommend keeping to a system that everyone is familiar with for a one-shot when the point is to play the one-shot rather than to try out a system. Learning new rules always leads to some friction, and that can easily slow a one-shot down enough to make it no longer a one-shot. You can absolutely say beforehand that you’ll be playing relatively loose with the rules, letting more things than usual just happen without rolls or just letting the players narrate the end of a combat that they’ve clearly won

    actually having a Paladin as a simple class compared to PF

    Isn’t PF2’s champion essentially just a paladin? I haven’t played one so I can’t say for sure, but on the surface it looks like the same idea. That said, if D&D simplifies character creation and everyone’s on board that’s totally reasonable

    If you have any potentially funny ideas, be it bits, custom spells, “combat scenarios” or puzzles please share!

    I’m just gonna spout out whatever comes to mind with no particular quality control here:

    • Start the adventure by having it be one of those “haunted” hotels that offers you a free night if you stay in the haunted room. Naturally, this one actually is extremely haunted

    • If you’re using D&D 5E, guardian portraits from Curse of Strahd are horrible extremely funny to use as a GM (and could probably be adapted to other systems easily enough)

    • Make the first encounter be all of the furniture in their rooms. It’s all animated, and they need to scramble for their equipment because they were in bed

    • A social challenge in which the ballroom is full of dancing ghosts while some kind of horrid thing plays the organ. The challenge is to dance your way across the hall to get to the organ and break it, letting the ghosts rest. Make it apparent that they’re not meant to fight their way through by having an NPC beg them to let the spirits rest without dsestroying them or something. Failure to properly blend in results in being forcefully swept into a waltz (grapples/restraints with saves against a steady hp drain)

    • I’m not 100% sure how to execute this one, but an Escherian room like the one from Labyrinth could be a fun puzzle























  • That’s fair, it is slow and often clunky. I am personally totally fine with the pace of it, but I get why it wouldn’t be for everyone.

    To me, the ship navigation stuff was there to make the setting feel bigger and lend weight to the plot rather than the puzzles. I personally enjoyed stopping off at unexpected things I found along the way, or figuring out how to get to some of the less-accessible worlds (the marketplace at the very top left of the map stands out to me here). I’m okay with it not being a tightly-focussed puzzles-only sort of thing

    Edit: possibly relevant, apparently the game had some pretty bad bugs with the navigations on launch. I played it after those got patched, so my experience may have been different to yours