Sean Merwin
👤 SpeakerAppearances Over Time
Podcast Appearances
Yeah, just so you're aware, Empire of the Ghouls is a large scale campaign done by Cobalt Press. Richard Green worked on it. Richard Green, exactly. Richard Green, I think, was the primary writer on it.
And so we'll move on to Marcelo de Velasquez via Patreon, who says, Buenos dias. I'm reaching out to ask for some insight on mystery-themed adventures. Where should the summary of the quote-unquote crime be placed for GM awareness? That is, the synopsis of who, what, when, and where.
And so we'll move on to Marcelo de Velasquez via Patreon, who says, Buenos dias. I'm reaching out to ask for some insight on mystery-themed adventures. Where should the summary of the quote-unquote crime be placed for GM awareness? That is, the synopsis of who, what, when, and where.
Should it all be placed at the beginning of the adventure, or can it be spread throughout the adventure's different parts? Perhaps through sidebars or at the introduction of each adventure's chapter or part? I'm leaning toward doing it all at the beginning of the entire adventure, but I'm not sure if this is the most effective approach. I appreciate any insight you could share here.
Should it all be placed at the beginning of the adventure, or can it be spread throughout the adventure's different parts? Perhaps through sidebars or at the introduction of each adventure's chapter or part? I'm leaning toward doing it all at the beginning of the entire adventure, but I'm not sure if this is the most effective approach. I appreciate any insight you could share here.
My quick answer is it totally depends. on the length of the adventure on how complicated it is etc but what i would say is i would prefer an explanation of complicated plots up front it doesn't have to be extremely detailed for a very complicated plot but it should at least give the game master a blueprint to follow that they can then in later parts dig down into.
My quick answer is it totally depends. on the length of the adventure on how complicated it is etc but what i would say is i would prefer an explanation of complicated plots up front it doesn't have to be extremely detailed for a very complicated plot but it should at least give the game master a blueprint to follow that they can then in later parts dig down into.
So I want a brief but thorough explanation of the complications. Then within each encounter or chapter or part where there is important information and important action to happen, then I want that drill down of, remember how, you know, We said that there were three murderers and this is the first murderer that their characters will deal with.
So I want a brief but thorough explanation of the complications. Then within each encounter or chapter or part where there is important information and important action to happen, then I want that drill down of, remember how, you know, We said that there were three murderers and this is the first murderer that their characters will deal with.
And from this murderer, they should gain these clues about the other two murderers. Boom. Now I know that and we can move on. Yeah. Thoughts?
And from this murderer, they should gain these clues about the other two murderers. Boom. Now I know that and we can move on. Yeah. Thoughts?
Speaking of detecting evil. Yeah, so that's a great question, Marcelo. And I think... especially given the propensity for game masters to want to modify things, the more information that they can have upfront without overwhelming them, the better you are in terms of getting that information across in your adventure.
Speaking of detecting evil. Yeah, so that's a great question, Marcelo. And I think... especially given the propensity for game masters to want to modify things, the more information that they can have upfront without overwhelming them, the better you are in terms of getting that information across in your adventure.
And last but not least, Raul via Patreon says, your recent discussion on conditions and exhaustion reminded me that I have always wondered why the designers of 5E chose to make the medicine skill so useless. Medicine could help overcome exhaustion, for instance, via a check during short rests.
And last but not least, Raul via Patreon says, your recent discussion on conditions and exhaustion reminded me that I have always wondered why the designers of 5E chose to make the medicine skill so useless. Medicine could help overcome exhaustion, for instance, via a check during short rests.
While we're at it, why can't medicine get rid of poison condition or alleviate maximum endpoint reductions inflicted by undead? You wouldn't even have to catalog what medicine can and can't do in the skill description. You could just put a rider on the effects regarding how fast, like an action or a short rest, and which DC medicine would cancel it.
While we're at it, why can't medicine get rid of poison condition or alleviate maximum endpoint reductions inflicted by undead? You wouldn't even have to catalog what medicine can and can't do in the skill description. You could just put a rider on the effects regarding how fast, like an action or a short rest, and which DC medicine would cancel it.
If you don't want players to spam medicine, you could ask them to spend hit dice for the benefits of a medicine check. Oh, and by the way, didn't older editions have mechanics for improved recovery via medicine or whatever its predecessors were?
If you don't want players to spam medicine, you could ask them to spend hit dice for the benefits of a medicine check. Oh, and by the way, didn't older editions have mechanics for improved recovery via medicine or whatever its predecessors were?
In some, why gate exhaustion recovery behind long rest only if it is so devastating and other conditions behind restoration spells rather than have the utility of medicine be on par with perception stealth and the socials? I'd love to get your designer's perspective on this. Thanks so much. Lots to unpack there.