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D&D anyone? (1 Viewer)

I'll GM a consistent if yet infrequent game (once a month is all I have time for at the moment) and/or organize FBG adventures if we have other GMs. It will be drop-in friendly, based out of my homebrew world, Onnar, in my longstanding campaign setting "Tales of Onnar." I'll set up a dndbeyond link for it.

Must have a working mic and at least 3 hours of the scheduled evening available. Anyone and everyone invited to try it out for a night, and to stick around and play on future nights if you find you enjoy the experience. I'm extremely lenient on character creation but do ask everything just be ran past me before you show up with it so I know what to expect.

Sign up in-thread imo.
I lost track of this thread for a while but I'd be interested.

 
So we are still continuing our side campaign that the DM thought we'd have wrapped up right after Halloween. Like the Monday after. But he is really pushing for a lot of RP and investigation so his timeline has stretched out a bit. We may be on this for several more sessions. Not a lot of combat but lots of traps and puzzles. Taking us a while. 

 
For anyone thinking about getting started.  Amazon has the starter set on sale Black Friday for 40% off. It's a good deal.

 
Recently started a campaign as DM for my 14 yr old daughter and her best friend, with my wife, daughter and son-in-law joining in.  Running the adventure that comes with the starter set for 5E, pretty well done adventure to go from 1-5.  I am creating my own campaign to get them to go from 5 to the teens.  Fund stuff, it has been a long time since I have done this but everyone including the wife is enjoying it a ton.  Hard to go wrong with 3-4 hours of family time talking and laughing and eating snacks, etc.

 
Hopped onto Old-School Essentials on Kickstarter last week. A re-imagining of the old Basic/Expert system using modern sensibilities.

New editions have tried way too hard to emulate the arcadey ultra-magic feel of games like WoW. Old systems like BECMI and AD&D1e/2e are way more my wheelhouse.

 
Hopped onto Old-School Essentials on Kickstarter last week. A re-imagining of the old Basic/Expert system using modern sensibilities.

New editions have tried way too hard to emulate the arcadey ultra-magic feel of games like WoW. Old systems like BECMI and AD&D1e/2e are way more my wheelhouse.
4e was absolutely guilty of that, as far as DnD goes.  5e, though?  Not so much.  I cut my teeth on Basic and 2e, and liked 2nd Edition a lot at the time.  After playing 5e now?  2e is just baaaaallllllssssss to me.  The silly backwards armor classes, "THAC0", arcane rules for qualifying for certain classes(which, IIRC, was even more out there in 1e), clunky specialization system, etc.  It's no wonder it was so hard to get new players introduced. 

Not trying to come off as #####ing there.  You do you.  No way I'd ever want to dust off my 2e rules now, though.  5e is so much more streamlined.  It's like they kept the best parts of 2nd-4th editions, chucked all the nonsense (except Vancian magic.  Blah.  I'd much prefer some kind of "mana" system...which, I suppose I'm free to make for my own stuff, but eff that I'm tired and lazy) and added in a few new interesting bits for both players and GMs,

I actually started running something several months back, using 5e, for 6 friends from my old(and now current again) studio after we all got sacked in late '18.  Only have 3 sessions under our belt so far, but no one has quit yet. :)

It HAS been reminding me how much frackin' work running this ish is when you are creating all content, regardless of system/edition/whatever.  Even something as "sandbox-esque" as I'm running, with a bunch of campaign background already in the can from years ago, it's been incredibly time consuming on game weeks. 

 
4e was absolutely guilty of that, as far as DnD goes.  5e, though?  Not so much.  I cut my teeth on Basic and 2e, and liked 2nd Edition a lot at the time.  After playing 5e now?  2e is just baaaaallllllssssss to me.  The silly backwards armor classes, "THAC0", arcane rules for qualifying for certain classes(which, IIRC, was even more out there in 1e), clunky specialization system, etc.  It's no wonder it was so hard to get new players introduced.

Not trying to come off as #####ing there.  You do you.  No way I'd ever want to dust off my 2e rules now, though.  5e is so much more streamlined.  It's like they kept the best parts of 2nd-4th editions, chucked all the nonsense (except Vancian magic.  Blah.  I'd much prefer some kind of "mana" system...which, I suppose I'm free to make for my own stuff, but eff that I'm tired and lazy) and added in a few new interesting bits for both players and GMs,

I actually started running something several months back, using 5e, for 6 friends from my old(and now current again) studio after we all got sacked in late '18.  Only have 3 sessions under our belt so far, but no one has quit yet. :)

It HAS been reminding me how much frackin' work running this ish is when you are creating all content, regardless of system/edition/whatever.  Even something as "sandbox-esque" as I'm running, with a bunch of campaign background already in the can from years ago, it's been incredibly time consuming on game weeks. 
Not so much as 4e, true, but it's still cartoon fantasy. You're focusing on the rules, I'm talking more about the setting. But I'll address both.

The modern settings (of which 5e is just as guilty as 3e and 4e) start with the premise that every class can become a super hero, bizarre magical effects are available to classes that shouldn't normally have access to them, there's a working assumption that magic is commonplace and part of normal society, and the world just starts to look like an MMORPG after a while. The original worlds of the BECMI and 1/2e settings were much closer to, say, what you get from Lord of the Rings. Still high fantasy, sure, but bizarre creatures and magical effects were uncommon enough to be feared or revered, not "collected". A wizard walking through town should evoke a sense of wonder and dread, not a "oh, another wizard, make sure you kill him first" level of nonchalance. Peasants should be able to go years without ever seeing a single spell cast, not have to dodge a constant stream of magical party tricks from the wizard convention staying at the local Holiday Inn.

As for rules, your points are valid. This is my hope for the kickstarter project I mentioned, that they take the tone and setting of the earlier editions and modernize the sillier rules (like the stupid THAC0 system you mentioned) and streamline others. That would be the grail game for me and that's why I backed it.

I still play 5e because it's pretty ubiquitous right now, and it certainly seems to be WotC's attempt to recapture some of the flavor of those earlier settings. But they still have some of the rules being way too forgiving and party-friendly (I always need to house rule falling damage), and I don't think they'll ever consider trying to recapture the old sense of wonder that came with magic. It's too entrenched now.

At the end of the day, if it comes to a choice between a modern high-magic setting with a sleek efficient ruleset (5e) or a low-magic setting with a bunch of clunky rules (2e), I personally take the 2e style but totally get why others like the 5e style. I just would really like to see a best of both worlds solution.

And, just as an aside, 4e gets a lot of ####, and some of it well-deserved, but it's actually a pretty remarkably well-designed tabletop miniatures ruleset. They just failed to realize that D&D kind of sucks when you focus exclusively on tabletop miniature combat at the expense of world building. Especially since some of us still prefer theater of the mind to the crutch of minis. That's where Pathfinder failed me as well.

 
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And, just as an aside, 4e gets a lot of ####, and some of it well-deserved, but it's actually a pretty remarkably well-designed tabletop miniatures ruleset. They just failed to realize that D&D kind of sucks when you focus exclusively on tabletop miniature combat at the expense of world building. Especially since some of us still prefer theater of the mind to the crutch of minis. That's where Pathfinder failed me as well.
I actually enjoyed 4e the few times I played it, but as you say....it wasn't really "DnD."  It was a tactics game wearing DnD as a sweater.

Pathfinder (and even 3.5 IMO) were ridiculously tactics heavy too, for my tastes anyway.  Sooo, sooo many floating modifiers to track.  It spilled into 4e some too.  Single fights taking an hour were commonplace in games I participated in.

Don't even get me started on systems like Rolemaster. :)

Not so much as 4e, true, but it's still cartoon fantasy. You're focusing on the rules, I'm talking more about the setting. But I'll address both.
Well, if you're meaning their "core' setting that they slap the rules into for marketing/etc (I guess it's Forgotten Realms now?), then sure.  But in your own home games, you control the setting.  The game I'm running right now is ridiculously low magic at the outset.

 
Well, if you're meaning their "core' setting that they slap the rules into for marketing/etc (I guess it's Forgotten Realms now?), then sure.  But in your own home games, you control the setting.  The game I'm running right now is ridiculously low magic at the outset.
Fair enough, but I'll add two caveats to that. One: not everyone has both the time and the creative ability to generate their own home game. The published material for 5e embraces the tone I outlined earlier, while early edition modules do not. The original Dragonlance setting in particular did a fantastic job at building the type of world I like.

And two: even if you create a great low-magic setting, the class and rule design in 5e still feels far too arcadey. I'm looking at you "Barbarian Who Controls Fire" and "Monk Who Teleports To Shadows" and don't even get me started on sorcerers and warlocks, I generally just ban them from my campaigns. And they've OP'd the druid class so much that what should be a reclusive and rare sect of weird nature priests is suddenly the most sought-after job in the kingdom. Sigh. Races are bad as well. Humans are supposed to be the majority race in these worlds. Dwarves, elves, and halflings should be known and around, but uncommon at best. And everything else should be GD monster. Dragonborn? Tiefling? A thousand gallons of no.

I do wish I had whatever gene is needed to come up with cool adventure ideas. It absolutely would solve a lot of my problems. But I don't. Alas.

 
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 The published material for 5e embraces the tone I outlined earlier, 
I haven't played any of WotC's material for 5e so far, but that's not surprising.  If FR is their "core" world for the edition, that's pretty much the textbook definition of a high fantasy setting. 

I do wish I had whatever gene is needed to come up with cool adventure ideas. It absolutely would solve a lot of my problems. But I don't. Alas.
If you haven't, you may want to check out dmsguild.com as a resource for modules/whatnot.   Plenty of third party/private creator content on there for 5e (and other editions/systems) that doesn't necessarily adhere to the tone you're mentioning.  Some of it is really inexpensive too.   I've even found really solid stuff that can be used as a basis for something larger/a one-off that was free. The major drawback is that there's also a lot of dreck to sift through.

 
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3e was great for players but a nightmare to run.

4e was the exact opposite, IMO.

5e is close to the middle ground and I'm happy with it; I'm just getting too old to remember where my wizard hat is, much less run a campaign.

We just finished Tomb of Annihilation, and I had to cut out major chunks of it just to keep sane.  But the group has now set up base in the main city and are building a brothel/casino/opium den complex, so there's that.

Heartily recommend dmsguild as well.  Lots of good, inexpensive stuff out there, to the point of being overwhelming sometimes.  Some of it is crap, to be sure, but it's cheap.

 
3e was great for players but a nightmare to run.

4e was the exact opposite, IMO.

5e is close to the middle ground and I'm happy with it; I'm just getting too old to remember where my wizard hat is, much less run a campaign.

We just finished Tomb of Annihilation, and I had to cut out major chunks of it just to keep sane.  But the group has now set up base in the main city and are building a brothel/casino/opium den complex, so there's that.

Heartily recommend dmsguild as well.  Lots of good, inexpensive stuff out there, to the point of being overwhelming sometimes.  Some of it is crap, to be sure, but it's cheap.
We have been slogging through Chult/Tomb forever. We are finally down to the final few sessions.  I can't wait for it to be over. Our DM interrupted Tyranny of Dragons because he wanted to do this. It has taken so long I think even he is over it. We made it very clear no more inserting full campaigns into a full campaign.

 
A wizard walking through town should evoke a sense of wonder and dread, not a "oh, another wizard, make sure you kill him first" level of nonchalance. Peasants should be able to go years without ever seeing a single spell cast, not have to dodge a constant stream of magical party tricks from the wizard convention staying at the local Holiday Inn.
That's an easy fix. Just change your world so that it reflects this. That's what my world looks like when I DM. 

Edit to add: I see you already addressed this. Never mind.

 
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That's an easy fix. Just change your world so that it reflects this. That's what my world looks like when I DM. 
I thought this way as well, and did just as you describe. Banned some of the races and classes, put heavy restrictions on others, added some house rules to make the world a little more dangerous and magic a little more scary and a little more rare. I was having a good time but turned out the group didn't like it, they're too entrenched in the new ways and I think that's the way it is with most casual players. Left the group, of course. Now they're happily playing their high-magic arcade fantasy and I'm no longer getting in their way.

Some day, I may find a group of like-minded role-players and be able to slide back into the game, but as it is now I find it less frustrating to not play at all than to play with people who are on a totally different page.

 
We have been slogging through Chult/Tomb forever. We are finally down to the final few sessions.  I can't wait for it to be over. Our DM interrupted Tyranny of Dragons because he wanted to do this. It has taken so long I think even he is over it. We made it very clear no more inserting full campaigns into a full campaign.
I basically eliminated the whole friggin' tomb.  They slogged their way to Omu, then the yuan-ti temple.  They found a door there straight to the final battle.  Bob's your uncle.

 
I thought this way as well, and did just as you describe. Banned some of the races and classes, put heavy restrictions on others, added some house rules to make the world a little more dangerous and magic a little more scary and a little more rare. I was having a good time but turned out the group didn't like it, they're too entrenched in the new ways and I think that's the way it is with most casual players. Left the group, of course. Now they're happily playing their high-magic arcade fantasy and I'm no longer getting in their way.

Some day, I may find a group of like-minded role-players and be able to slide back into the game, but as it is now I find it less frustrating to not play at all than to play with people who are on a totally different page.
I alternate running the game with another old-schooler who uses the 2e setting with Castles and Crusades rules added in (sheesh!).  I bit the bullet and play an MU.  Two Magic Missiles a day, and then run around slinging stones at people.  Good times.  Only 2,600 xp to go, and whoopee, one more spell.

 
I thought this way as well, and did just as you describe. Banned some of the races and classes, put heavy restrictions on others, added some house rules to make the world a little more dangerous and magic a little more scary and a little more rare. I was having a good time but turned out the group didn't like it, they're too entrenched in the new ways and I think that's the way it is with most casual players. Left the group, of course. Now they're happily playing their high-magic arcade fantasy and I'm no longer getting in their way.

Some day, I may find a group of like-minded role-players and be able to slide back into the game, but as it is now I find it less frustrating to not play at all than to play with people who are on a totally different page.
Yeah I doubt I would've hung this long in a low magic setting. It's frustrating and you're probably right that it's likely because of things like Elder Scrolls. That's what I'm into. Plus to me until a wizard gets around level 14 or so it's tough then he starts really being able to do some stuff. I concentrate on lightning magic for offense.

 
I alternate running the game with another old-schooler who uses the 2e setting with Castles and Crusades rules added in (sheesh!).  I bit the bullet and play an MU.  Two Magic Missiles a day, and then run around slinging stones at people.  Good times.  Only 2,600 xp to go, and whoopee, one more spell.
This kind of speaks to what I was saying earlier about the difference in the tone of a setting and the expectation. The modern expectation aligns very much with what you say here. You've kind of built in (consciously or not) several assumptions here that I don't buy into. Like: 1) all characters should contribute equally to all combats, 2) all characters should progress at an equal pace, and 3) combat should be the central focus of the character build options.

Those three premises are pretty central to the game design philosophy of the modern system and that's the way most people like it. I like way more asymmetry. Each class has its own time to shine, and most of the time it's not combat. Combat is for the fighters. Everybody else is there for a different reason. The wizard, specifically, is there as the scholar and loremaster, the one who knows why you're there and has a bag of utility tricks. Low-level wizards shouldn't be wasting their slots on combat spells, that's not their job. The low-level wizard needs light, comprehend languages, detect magic, etc. The rogue shouldn't be the massive DPS guy that 4e and 5e make him to be. The rogue does advanced scouting, reaches the mission objective while the heavies keep people distracted, stays out of sight and out of trouble. That's the game I like. Know your role.

To quote Mike Krahulik speaking about 4e: "at higher levels, every class is a wizard". 5e hides it better but it is effectively no different.

 
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This kind of speaks to what I was saying earlier about the difference in the tone of a setting and the expectation. The modern expectation aligns very much with what you say here. You've kind of built in (consciously or not) several assumptions here that I don't buy into. Like: 1) all characters should contribute equally to all combats, 2) all characters should progress at an equal pace, and 3) combat should be the central focus of the character build options.

Those three premises are pretty central to the game design philosophy of the modern system and that's the way most people like it. I like way more asymmetry. Each class has its own time to shine, and most of the time it's not combat. Combat is for the fighters. Everybody else is there for a different reason. The wizard, specifically, is there as the scholar and loremaster, the one who knows why you're there and has a bag of utility tricks. Low-level wizards shouldn't be wasting their slots on combat spells, that's not their job. The low-level wizard needs light, comprehend languages, detect magic, etc. The rogue shouldn't be the massive DPS guy that 4e and 5e make him to be. The rogue does advanced scouting, reaches the mission objective while the heavies keep people distracted, stays out of sight and out of trouble. That's the game I like. Know your role.
When we started we had 2 wizards. So the other guy was the utility wizard and I played the glass cannon wizard.

 
When we started we had 2 wizards. So the other guy was the utility wizard and I played the glass cannon wizard.
A good compromise. But to a purist like me, a party with 2 wizards in it is anathema. An army would be happy to have 2 wizards. A party should feel lucky to have even one. :)

 
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A good compromise. But to a purist like me, a party with 2 wizards in it is anathema. An army would be happy to have 2 wizards. A party should feel lucky to have even one. :)
We had 2 wizards, a druid and a cleric. But my DM kept adding to the party 8 or 9 players at one point

 
Trivia related to the convo: Gygax hated the idea of players as magic users. He had to be talked into creating a class for them. Even after his son's favorite character was a magic user (Mordenkainen), he still didn't understand why anyone would want to play one.

 
Haha. I didn't know that but it's not surprising. A plain text reading of the 1st edition rules looks like he was simply trying to create a feudalism simulator with monsters.

 
There will be spoilers for Tomb of Annihilation in this post. So if you haven't played it yet you've been warned.

So I thought I'd relay a story from tonight's game. As I mentioned up thread we are working ToA and are over halfway through after tonight. Cleared a whole level tonight and knocked off early. It was one of those nights when the dice were fairly kind, people were on top of the game playing to their characters strengths all around good  stuff.  

So we've been collecting a peculiar kind of gem stone through the tomb. We finally got to the place to use them. A door was opened. Before entering the room my character Zaos,  a level 13 high elf wizard with magic item based int of 22, walked to the entrance to look around inside. Along with all the treasure he noticed an object floating in the room covered with a black silk cloth. Having been given reason to believe a Beholder would show up and given the whole zombie thing why not a zombie beholder? So I cast Resilient Sphere on it to neutralize it. It worked and it turned out it was an object. We didn't know what but it was effectively out of the fight. We entered the room and the floor was slicker than ice. I was first to enter and slid across the room. Everyone else entered and skid to various points. Then the invisible Beholder showed up. Yep as if they aren't already a bear this one was invisible. 

So a fight ensues. Everything ranged as the Beholder was obviously flying around. We were losing. We had one guy down to turning to stone issues. We had another guy slowed and seriously damaged. It was looking rough. Then I used my staff to stop time. I have a staff that has 5 charges. 2 charges for it cast slow,  3 for haste and all 5 for time stop. If I use all 5 it takes two long rests and no use to recharge to 5. You roll a d4 to recharge it after a long rest. So anyway I stop time and I have one minute. I use that minute to first cast delayed fire ball, I take 24 black powder grenades and I use telekinesis to position them. When the condition of placing the grenades was met the fireball went off. The grenades do 1d12 damage each. The delayed fireball waited a couple of turns to go off so I got extra dice. I think it was 15d6. Anyway it took the Beholder out,  it took me out, it almost took our Paladin out and our ranger has felt better. But the beholder was just goo. I admit I felt some triumph. You may be saying "NCC you said he was invisible how did you know where to place the grenades?". Good question. It was a smallish room and he used a cone of antimagic. Based on its width at end with myself and a compatriot seemingly at the edges I triangulated his position. My DM said I got pretty close and he took 75% damage. We had nicked him a little and that finished it off. My DM approved all of it because he liked the cool factor of it and wanted to narrate the action. So some mechanics may have been a little pushed for story sake.

It's was awesome. 

Forgot a couple if things. The object I took care of to start was some kind of magnet the beholder would've used. Powerful enough that people wearing armor would be drawn to it and stuck, swords, axes, my staff. Turned out to be a good choice. 

Also we got 1200 platinum and 8 beads of force. Look them up they're pretty cool.

 
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There will be spoilers for Tomb of Annihilation in this post. So if you haven't played it yet you've been warned.

So I thought I'd relay a story from tonight's game. As I mentioned up thread we are working ToA and are over halfway through after tonight. Cleared a whole level tonight and knocked off early. It was one of those nights when the dice were fairly kind, people were on top of the game playing to their characters strengths all around good  stuff.  

So we've been collecting a peculiar kind of gem stone through the tomb. We finally got to the place to use them. A door was opened. Before entering the room my character Zaos,  a level 13 high elf wizard with magic item based int of 22, walked to the entrance to look around inside. Along with all the treasure he noticed an object floating in the room covered with a black silk cloth. Having been given reason to believe a Beholder would show up and given the whole zombie thing why not a zombie beholder? So I cast Resilient Sphere on it to neutralize it. It worked and it turned out it was an object. We didn't know what but it was effectively out of the fight. We entered the room and the floor was slicker than ice. I was first to enter and slid across the room. Everyone else entered and skid to various points. Then the invisible Beholder showed up. Yep as if they aren't already a bear this one was invisible. 

So a fight ensues. Everything ranged as the Beholder was obviously flying around. We were losing. We had one guy down to turning to stone issues. We had another guy slowed and seriously damaged. It was looking rough. Then I used my staff to stop time. I have a staff that has 5 charges. 2 charges for it cast slow,  3 for haste and all 5 for time stop. If I use all 5 it takes two long rests and no use to recharge to 5. You roll a d4 to recharge it after a long rest. So anyway I stop time and I have one minute. I use that minute to first cast delayed fire ball, I take 24 black powder grenades and I use telekinesis to position them. When the condition of placing the grenades was met the fireball went off. The grenades do 1d12 damage each. The delayed fireball waited a couple of turns to go off so I got extra dice. I think it was 15d6. Anyway it took the Beholder out,  it took me out, it almost took our Paladin out and our ranger has felt better. But the beholder was just goo. I admit I felt some triumph. You may be saying "NCC you said he was invisible how did you know where to place the grenades?". Good question. It was a smallish room and he used a cone of antimagic. Based on its width at end with myself and a compatriot seemingly at the edges I triangulated his position. My DM said I got pretty close and he took 75% damage. We had nicked him a little and that finished it off. My DM approved all of it because he liked the cool factor of it and wanted to narrate the action. So some mechanics may have been a little pushed for story sake.

It's was awesome. 

Forgot a couple if things. The object I took care of to start was some kind of magnet the beholder would've used. Powerful enough that people wearing armor would be drawn to it and stuck, swords, axes, my staff. Turned out to be a good choice. 

Also we got 1200 platinum and 8 beads of force. Look them up they're pretty cool.
This encounter caused the only death in the campaign (mainly because I skipped most of the dungeon).  The PCs were only 7th level, and the little gnome wizard got disintegrated, along with 95% of the coin they had accumulated during the adventure.  So, even though they survived and eventually "won" the campaign, they're poor as church mice.  Muhahahah.

 
This encounter caused the only death in the campaign (mainly because I skipped most of the dungeon).  The PCs were only 7th level, and the little gnome wizard got disintegrated, along with 95% of the coin they had accumulated during the adventure.  So, even though they survived and eventually "won" the campaign, they're poor as church mice.  Muhahahah.
We're rich. I have over 12k gold currently.  We own an inn in Neverwinter,  we have a keep in Chult that generates trade income and accounts that generate interest income that covers the maintenance costs for the keep. I also own half a store in Neverwinter that sells bows and stuff. If I remember right my monthly take is 2400 gold a month. 

 
if you are in a party and your character dies, what happens (assuming there is no resurrection type spell)?  Does your campaign then end and the other players continue?

 
if you are in a party and your character dies, what happens (assuming there is no resurrection type spell)?  Does your campaign then end and the other players continue?
In our party we have backups generated including a back story of why they would step in. So if you die your backup joins the group and they receive all your worldly possessions. 

 
I highly suggest checking out humble bundle over the next couple of days. You can get a ton of D&D stuff right now. It is all 5th edition based. I'd say it would be especially enticing to anyone running a game or thinking of doing so 

 
My friend and I have been working on this for the Nashville market, no shtick.
Yeah read that a couple days ago. I'm just wondering how a guy with a little over 100 twitch followers got the big write up.

I know a few guys that DM professionally and it's slow to build a following but there is a demand. So best of luck to you guys.

 
4 episodes in a pilot season 1 coming this way sooooooon.

Trailer
Is this still a thing?  I just started playing D&D a few months ago, have played a few sessions now and am having a lot of fun (has been a great escape while being stuck at home the last few months).  Haven't watched the episodes yet but this looks really great.  

 
Been playing for over 30 years with the same bunch of guys. We've just had a Corona hiatus, but the dice are going to roll tomorrow!!!!
Funny thing is before coronavirus, we'd been getting together maybe once a month.  We're all busy dads and husbands, hard to find a day that everyone's free (and convince our wives to let us spend an entire day playing).  Since we're all locked down though, we've been playing weekly.  Not quite the same as all sitting around the table together but it's been great. 

 
Funny thing is before coronavirus, we'd been getting together maybe once a month.  We're all busy dads and husbands, hard to find a day that everyone's free (and convince our wives to let us spend an entire day playing).  Since we're all locked down though, we've been playing weekly.  Not quite the same as all sitting around the table together but it's been great. 
Yeah, we've not embraced the technological advances since the development of the d20. We are playing 5e, though ;)  

ETA; In terms of increased availability I can recommend divorcing...

 
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Funny thing is before coronavirus, we'd been getting together maybe once a month.  We're all busy dads and husbands, hard to find a day that everyone's free (and convince our wives to let us spend an entire day playing).  Since we're all locked down though, we've been playing weekly.  Not quite the same as all sitting around the table together but it's been great. 
The coronavirus social distancing has gotten me back into it after a 30+ year hiatus.  My son has played D&D with some friends off and on for a few years which rekindled my interest, but I could never find the free time to try and get a game of my own.  Once my school went to distance learning, though, I was able to put together a group of students and fellow teachers and we finished Tyranny of Dragons about a week ago.  I was the DM for the start of our new adventure yesterday, which I hadn't done since I was 15.  Had a blast.  

 

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