ɪʀᴏɴ ᴅʀᴀɢᴏɴ ᴛʀᴀɪʟ
https://www.youtube.com/watch?v=mRv501x6WP0
Now that Fekkri's campaign has ended, we've started preparing for our next game: a semi-sequel set about 25 years after the events of the first campaign. And with a new story comes a bunch of new faces!
Truth be told, I don't know that much about any of these characters, yet, aside from Cricket. But we're planning on recording (and possibly/probably streaming) this game once a week, so we'll all get to learn about them, together. :D
Here's the [enormous] cast, from left to right:
🦎Iskar -

🦗Cricket -

🐯Simmons -

🐕Chol -

🦌Knox -

🐂Tuff -

🎭Darüshkamit -

🌾Thacharay -

And then, of course, our amazing DM:
Category All / All
Species Unspecified / Any
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File Size 2.99 MB
Yep!
We're gonna be playing once a week, on Sunday afternoons (roughly 2PM-7PM EST), starting on March 3rd. With that said, we'll probably record the first session or two offline until we get a hang of things, before we start playing live. Those recordings will be posted when they're ready!
We're gonna be playing once a week, on Sunday afternoons (roughly 2PM-7PM EST), starting on March 3rd. With that said, we'll probably record the first session or two offline until we get a hang of things, before we start playing live. Those recordings will be posted when they're ready!
always been partial to this https://www.youtube.com/watch?v=x5Q_TSNk-p4 ,for character lineups/intros when I'm writing. Then again it's TSFH, they have a song for everything.
God, fuck, that has honestly been my emotional state for months, now. I'm so excited to learn about all these new characters and explore Cricket's story, but there just this huge part of me that is still stuck on Fekkri, not ready to put him down just yet.
I'm really, really grateful that he's still kinda hanging around in the background of this new campaign. It helps a lot just to know I can see him, every once in a while.
I'm really, really grateful that he's still kinda hanging around in the background of this new campaign. It helps a lot just to know I can see him, every once in a while.
Oh man, I'm honestly still just figuring this shit out, too. But lemme see what I can come up with...
1) First and most importantly, every group is different. The hardest and most important of this game is finding people who are looking for the same sort of experiences you are. Some tables just wanna sit around and drink and make goofy decisions. Some tables want to play a tactical game of strategy and coordination, where every mistake could spell death. Some groups couldn't care less about the rules, and are basically using the dice as a thin veil for free-form roleplay. And most groups are some mixture of several of those styles. Figure out what your style is, and try to find people who enjoy that style.
2) The most important question you need to ask yourself is motive. Why is your character adventuring, what do they hope to gain from it, and why do they want that thing? This doesn't always have to be something tragic or dark, but as a general rule of thumb, people who are content and satisfied with their life don't pick up a sword and go fight dragons. Maybe it's boredom, maybe it's revenge, maybe it's honor. Whatever it is, your character should have some sort of driving force that spurs them forward in the campaign, something that answers the question "why don't you just use the gold you've earned to go retire in peace and safety?" Bonus points if your motive ties in to the campaign's main plot, somehow.
3) Closely related to #2: why does your character need to be in a party? One of the biggest mistakes people fall into when developing their character is making them so invested in their own problems that they isolate themselves from the party, or don't see the need to work with them as a team. A good TTRPG character needs a reason to be a team player. Maybe it's because they know they're not strong enough on their own. Maybe it's because they're powerful, but they don't have the specific knowledge required to do what they want to do. Maybe they're just lonely.
4) Closely related to #3: get invested in the other characters. Ask them about their stories. Create meaningful bonds. It's one thing if you've got a party of five people who all have interesting characters, but if none of those interesting characters ever have a reason (*cough excuse cough*) to talk about those stories, that's a bunch of creativity down the drain. If nobody in your group is asking about your character, start asking about theirs. Be the catalyst you want to see.
5) Leave some open ends in your backstory. Give your DM opportunities to fuck with you. Your character should have unsolved questions that they're trying to find answers to. The more opportunities you give your DM to tie your character's story into the main plot, the better.
6) It's okay to flesh things out along the way. In fact, sometimes you'll get better results that way. TTRPG is ultimately a form of improvisational storytelling, and part of improv is learning how to make shit up on the fly that's dramatically relevant to whatever's going on around you. When I first started playing Fekkri, the only things I really knew about him is that his parents were dead, he grew up in the grasslands, he was taken when he was young, and he was a pirate for a little while. That's... basically it. 95% of Fekkri's story was developed long after I joined the game.
1) First and most importantly, every group is different. The hardest and most important of this game is finding people who are looking for the same sort of experiences you are. Some tables just wanna sit around and drink and make goofy decisions. Some tables want to play a tactical game of strategy and coordination, where every mistake could spell death. Some groups couldn't care less about the rules, and are basically using the dice as a thin veil for free-form roleplay. And most groups are some mixture of several of those styles. Figure out what your style is, and try to find people who enjoy that style.
2) The most important question you need to ask yourself is motive. Why is your character adventuring, what do they hope to gain from it, and why do they want that thing? This doesn't always have to be something tragic or dark, but as a general rule of thumb, people who are content and satisfied with their life don't pick up a sword and go fight dragons. Maybe it's boredom, maybe it's revenge, maybe it's honor. Whatever it is, your character should have some sort of driving force that spurs them forward in the campaign, something that answers the question "why don't you just use the gold you've earned to go retire in peace and safety?" Bonus points if your motive ties in to the campaign's main plot, somehow.
3) Closely related to #2: why does your character need to be in a party? One of the biggest mistakes people fall into when developing their character is making them so invested in their own problems that they isolate themselves from the party, or don't see the need to work with them as a team. A good TTRPG character needs a reason to be a team player. Maybe it's because they know they're not strong enough on their own. Maybe it's because they're powerful, but they don't have the specific knowledge required to do what they want to do. Maybe they're just lonely.
4) Closely related to #3: get invested in the other characters. Ask them about their stories. Create meaningful bonds. It's one thing if you've got a party of five people who all have interesting characters, but if none of those interesting characters ever have a reason (*cough excuse cough*) to talk about those stories, that's a bunch of creativity down the drain. If nobody in your group is asking about your character, start asking about theirs. Be the catalyst you want to see.
5) Leave some open ends in your backstory. Give your DM opportunities to fuck with you. Your character should have unsolved questions that they're trying to find answers to. The more opportunities you give your DM to tie your character's story into the main plot, the better.
6) It's okay to flesh things out along the way. In fact, sometimes you'll get better results that way. TTRPG is ultimately a form of improvisational storytelling, and part of improv is learning how to make shit up on the fly that's dramatically relevant to whatever's going on around you. When I first started playing Fekkri, the only things I really knew about him is that his parents were dead, he grew up in the grasslands, he was taken when he was young, and he was a pirate for a little while. That's... basically it. 95% of Fekkri's story was developed long after I joined the game.
Legend of Big Sky: The Next Generation
Iskar - Is not wearing pants and still manages to look more dignified than the rest of this lot.
Cricket - Is not wearing pants even more - "What do you mean, clothing's not optional? How does that even?"
Simmons - Honest-to-Gods clothing, from a culture that doesn't exist. Manages to look the least dignified.
Chol - Too sexy for his shirt.
Knox - Carries 250% of the party's gear. ...Armored loinclothes > Pants (I mean, it worked for the Roman Legion, right?)
Tuff - Even more too sexy for his shirt.
Darush-something-something-humans-can't-pronounce - Cosplays as Marrowack
"Why is this dungeon so short?" - Thachary
Iskar - Is not wearing pants and still manages to look more dignified than the rest of this lot.
Cricket - Is not wearing pants even more - "What do you mean, clothing's not optional? How does that even?"
Simmons - Honest-to-Gods clothing, from a culture that doesn't exist. Manages to look the least dignified.
Chol - Too sexy for his shirt.
Knox - Carries 250% of the party's gear. ...Armored loinclothes > Pants (I mean, it worked for the Roman Legion, right?)
Tuff - Even more too sexy for his shirt.
Darush-something-something-humans-can't-pronounce - Cosplays as Marrowack
"Why is this dungeon so short?" - Thachary
yessssss
We did our session zero last week to establish which characters already know each other and how much they already know. My character (Cricket) already has a small connection to Chol, and what I know so far is already super interesting. And based on what I know OOC about Thack, I'm dying to see/learn more.
We did our session zero last week to establish which characters already know each other and how much they already know. My character (Cricket) already has a small connection to Chol, and what I know so far is already super interesting. And based on what I know OOC about Thack, I'm dying to see/learn more.
D&D 5e, using a handful of optional and house rules and an ongoing homebrew sandbox world/campaign!
Some of the big features:
- PCs cannot learn resurrection magic / resurrection magic is not typically available to mortals
- We use the gritty realism and spell point / "mana" variant rules in the DMG, which means there's one long per rest instead of one per day
- A handful of races have been reflavored/anthropomorphized
https://www.worldanvil.com/w/iron-d.....anics-category
Some of the big features:
- PCs cannot learn resurrection magic / resurrection magic is not typically available to mortals
- We use the gritty realism and spell point / "mana" variant rules in the DMG, which means there's one long per rest instead of one per day
- A handful of races have been reflavored/anthropomorphized
https://www.worldanvil.com/w/iron-d.....anics-category
Kobold is the Volo's stat block, without the STR penalty (his STR is still 6, even without the penalty XD).
Gnoll is either reskinned human variant or homebrew, IIRC, but I forget the details!
And yeah! I think our only no-magic characters are Chol and Tuff, although a few of the magic-heavy characters (Thacharay, Cricket) are taking atypically melee/physical-centric builds!
Gnoll is either reskinned human variant or homebrew, IIRC, but I forget the details!
And yeah! I think our only no-magic characters are Chol and Tuff, although a few of the magic-heavy characters (Thacharay, Cricket) are taking atypically melee/physical-centric builds!
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