

That’s not really how bots work. It would have to be coded to actually read and reply to your responses


That’s not really how bots work. It would have to be coded to actually read and reply to your responses


You can use Google Forms to get the RSVP functionality you’re looking for. And maybe a dedicated Discord channel with suitable posting restrictions so it’s JUST DMs posting such forms? Or you could even have them DM you their pitches and you post them, such that you can make the channel so only you can post. I also like using this tool for scheduling: https://www.when2meet.com/
Science Fantasy is usually a fantasy story in a setting typically associated with scifi. The classic example is Star Wars; it’s it a world with spaceships and lasers, but it’s about space wizards having swordfights.


Every custom, every belief, every fashion, every turn of speech?
No, of course not. Why would anyone waste effort on infinite irrelevant details? But everything there is to know, I know.
I do believe that player should be able to gain a basic understanding of the cultures their characters come from. The question is how much information can they get, and process?
You give them an overview at the start with the information you guess might be relevant or interesting to them, and supplement it during the game as necessary.


Part of the fun of DMing for me is in homebrewing cultures…or, more accurately, homebrewing factions that have a culture.
Besides which, there are some fundamental flaws in your premises:
You assert that a counterpart culture is easier to understand than an original one. I 100% understand any culture I make up, definitionally. On the other hand, neither I nor anyone else at my table can say the same about any IRL culture. Even members of a given IRL culture can never fully understand the totality of it.
You also say
[if] you create fantasy ancestries from scratch, you need to convey all that information to the players.
And I don’t think that’s true. Players don’t need to know everything about a culture to interact with them. In many cases, the player characters are themselves unfamiliar with that culture, in which case any mystery, mistakes, miscommunications etc are valuable in-character roleplay. And when the PCs would be familiar with a relevant aspect of a given culture, you can simply tell them that detail, no need to loredump everything. (Eg “I beg for mercy” “Your character knows that The Southern Pirates are notorious for never taking prisoners, are you sure you want to try that?”)
For sure! And that scarcity of resources and failing supply chains is a GREAT setting for questing!
A couple thoughts occur:
I know y’all are talking about like, buying a wish spell, but y’all make it sound like the mom hired a magic gigolo XD
Now you’ve inspired me. I should make a character who’s 1 level in sorcerer, the rest in wizard, and the premise is that they set out to prove everyone wrong that they’re not just going to rely on their inborn talents and they’re ready to do the work!


My current game might be helpful, but it will require a little context to explain and work to adapt to your purposes.
All my games take place in the same world. The last game was a pirate campaign, and, by the end, the players were legendary pirate kings (queens, nonbinary monarchs) that ruled the seas.
That leads to the setup for my current game: Sea travel is impractical and dangerous. A land route to totally-not-asia would be great, but none is currently known, due to a thought-to-be-impassible mountain range between there and here. The Explorers Guild is offering bounties on both a pass through the mountains and a viable charted land route to totally-not-asia. The players (and their rivals!) take a dangerous sailing journey around the mountains, to explore the jungle on the back side of the range and try to find a pass from that angle.
EDIT: They’re incentivized to work with the locals, because pissing them off would make a potential trade route dangerous and therefore worthless.


Google drive for notes, DungeonFog for maps.


IIRC you spent gold on XP by carousing; basically, blowing all your cash on ale and brothels was how you leveled up.


Thanks everyone for your feedback. I get that this is a contentious issue, and I appreciate everyone being nice to eachother (and me) while discussing it. (Those of you that didn’t, you know who you are)
Based on the upvoted comments and the arguments that I found most cogent, I will be banning generative AI in the community.
A few related issues were raised, and I’d like to explain how I intend to address them:
https://ttrpg.network/post/26260249/17201676 Rhaedus raised concerns about the difficulty in determining if something is AI generated or not. As with all rule enforcement on this site, I’ll be relying on you all to report suspected violations, and I promise I’ll give you my best-effort attempt to make a fair judgement.
https://ttrpg.network/post/26260249/17206513 Carl and others raised concerns that this might impact posts predominantly about human-created content that have some trivial or incidental amount of AI generated comment. In such a situation, if the use of Gen AI is really that minimal, it would never come to my attention in the first place, and therefore wouldn’t get removed anyway.
Several users advocated for an explicit carve out for discussions about the use of AI, which is a good idea and will be included in the rule.
Thank you again for your input and your civility.


Absolutely. I like talking about design with people perhaps too much!


Hey, sorry for the delayed response, I have been traveling.
That rule originally came from when we were a much busier subreddit. I recognize it’s harder to really be “active” now, with so few threads. If they want to try to be a part of the community, I have no objection to them making a post about their game. No specific definition of what “active” means in terms of number of comments or anything, we’d just like to avoid the kind of drive-by spam of “buy my game kthnxbai”


DMing has helped practice a lot of business skills…communication, organization, running a meeting. Making pretty documents in google docs :P
I think it’s a false dichotomy. You want to decide what your design goals are, the kind of vibe you’re trying to generate, and then create systems that support that vibe.
I only implement restrictions when there’s actually a problem. Haven’t needed to in a long time
This is good advice but I will add that putting a timer on player’s turns is also itself a bit of a problem…it comes off as infantalizing.