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#I want to take a break from dnd after this campaign but everyone's very hyped for the next one so I know there's no way that's happening
gunpowder-gemini · 4 years
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You ever just feel like
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#so fucking tired today my dudes#i feel bad for my dnd group cause I'm gonna be checked out#granted as much as I love dnd I always have a real hard time focusing on it for more than an hr without feeling suuuuper drained afterwards#which kinda doesn't lend itself to 3-4 hr sessions very well#I want to take a break from dnd after this campaign but everyone's very hyped for the next one so I know there's no way that's happening#I do love dnd it's just EXHAUSTING for me in a way I don't think it is for my friends#and I've never been an 'eat-sleep-breathe' it kinda person like a few of them are#Our campaigns are always fun but I'm also lowkey at a point where I miss the times before we played#when we had conversations about other stuff and did other things and casually hung out#I miss being a friend group and not an rpg party#I've kinda brought that up with them but everyone else wants to just do dnd so I'm outnumbered 🤷‍♀️#I really hope the next campaign isn't long#bc I would just sit it out but it's one friends 1st time dming for us and she'd be really bummed if I didn't play#and I've already done all the character setup and everything#so I can't just not play at this point lol#but hopefully it'll be a few months and not like a year bc I want to take a break from dnd soon#man these tags do make me sound like I'm not having fun lmao I am!#I'm just also very tired and dnd is a very high spoons activity for me#also it's really hard to do anything else together bc of quarantine so what can you do
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Starlight I need advice!!!! My friends and I are starting our d&d campaign today and we are all fairly new to the d&d scene. This is my 1st time playing an actual campaign and my friends 1st dming. Ive come up with a wicked cool character but im afraid to use her cuz I feel like since we are both so new we wont do her justice. I also feel like I wont be able to make such an awesome character again and i just dont know what to do....
HERE IS MY ADVICE:
PLAY THE CHARACTER.
HERE ENDETH THE ADVICE
(Not seriously, there’s more in-depth advice under the cut, but the TL;DR is play the character.)
Okay, so, here’s the thing, in a little more detail.  First of all, the more passionately engaged with a character you are, the easier it’ll be to chill out a little and really get into the roleplay.  DnD is a collaborative effort, which means that the group will feed off each other’s energy when it comes to RP, so if you are committed to being in character, it will make it easier for your DM friend to jump in with both feet, and vice versa.  So, you play a character you’re really into, and your DM is more likely to feel able to metaphorically swing for the fences with really wild worldbuilding and cool NPCs and shit without worrying that their players are going to make fun of them.  The first time I DM’d, I had four kind of nervous players and one kid who rolled the fuck up with his satyr bard and seduced the first person they talked to, no leadup, no self-consciousness, just a really shitty pickup line and a clutch Charisma check.  It was instantly so much easier for me to get into character playing the NPCs, because I had someone to work with who was really into his character.  (As a reward I let him marry the guy he seduced and become prince consort, but that’s another story.)
Second of all, let me tell you the secret to making sure your DM does right by a character: tell your DM everything about their backstory.  Give your DM all the dirt.  Obviously every character should get their turn in the spotlight, but DMs are most likely to give your character the narrative arc they deserve if they have a couple good hooks to work with.  Build your character with the DM, or talk to the DM about how your character is really feeling after sessions, or whatever!  Geek out about your characters with your DM--they will get good material to work with, you will get assurance that they are as excited to put you through the wringer as you are to be put through the wringer, and you both get to revel in your mutual brilliance at coming up with this shit.
Conversely, ask your DM lots of questions about the world!  Keep in mind your character’s backstory, and always be ready to ask if you would know something based on where you come from/what you’ve done!  The more attention you pay to the world around you, the more detailed the DM can get!  I might suggest a notebook, at least for the important shit, unless you are very confident in your memory.
Third, a couple random pointers on RP to enhance the rest of this advice:
Minimize metagaming--all planning should happen in character, and you can get a lot more character development out of it than you’d think.  Is your character impulsive?  Is she given to building elaborate plans?  Is she a ‘fireball first, ask questions never’ kind of person?  The less you break character to debate where you want to travel to or how you want to kill that hydra, the more natural it’ll feel when you inevitably come to those points of “...hey, this might seem like a bad fucking idea, but it’s what the character would do, so I would like to attack the guard” or whatever bad decision your character is about to make.  To which end...
Sometimes your character will make a decision that makes sense for them but that you personally would never make, know is idiotic, or just flat-out know your party won’t like.  Don’t make those choices because you want to annoy your party, but don’t be afraid to commit to the way your character thinks.  Any good DM will tell you to play the character, even if you’re about to take their delicately-constructed plot and smash it like so much fine china.
Play your alignment hard if you’re using one.  Most beginners go with Chaotic Neutral or Chaotic Good, occasionally Neutral Good, and I 100% support those choices.  But keep in mind what that alignment means to your character.  Are they Chaotic because they just don’t give a damn one way or another, or because they legitimately believe that governmental bodies have ill intent?  Conversely, are they Good-With-Intent, meaning they actively seek ways to do good deeds and oppose what they view to be some kind of evil force, or are they Good-By-Nature, someone who is mostly good-aligned because they tend to be extremely kindhearted?  Someone might be both, but those two are not the same thing.  I usually phrase this as “Do you believe in laws or individuals?  Are you interested in the good of the general public, or your own gain?  Why?”  If you’re playing with an alignment system, think about what specifically your character values that they’ve fallen under their alignment.  Much like there should never be such a thing as a boring class, there should never be such a thing as a boring alignment--get as much mileage out of it as you can.
More than anything else, have fun with it!  Get in touch with your inner six-year-old who made up overwrought stories and overpowered characters for games of pretend, introduce that child to your adult self’s grasp of dice mechanics, and fucking go for it.  It is always so totally worth it to go all-in on a DnD character, and if you’ve made up someone you love, by all means, go fucking hard playing them.  The fear that you’re not going to do right by a character because you’re new is an understandable one, but let me assure you of two things.
You will have so much more fun playing a character you’re passionate about than one you made up as a place-holder, and the more fun you have, the more engaged you’ll be, and the better the whole game will go for everyone involved.
You will always be passionately into a new RPG character.  I have made up Stock Elf Druid No. 5, Sarcastic Uncharismatic Model, and been really hype about it.  On the other hand, I have made up Overworked Overtired Superhuman Twenty-Something, Possibly Possessed By Cthulhu And Real Mad About It, a character who honestly I’d write an original novel about if I wasn’t going to use her in a Masks campaign, and been equally thrilled with every step.  You have this character!  She sounds dope!  Use her in this campaign!  Your best character concepts are not the fine china, you don’t have to wait and only break them out on special occasions!  Don’t worry, I promise you’ll love your next character too.  She’s not the end of your creativity, when it comes to making up characters--if you decide to keep playing TTRPGs, she’s just the beginning.
As promised, TL;DR: PLAY THE CHARACTER. 
And bring snacks.
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Episode 31 Recap
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Get hype, SASholes! I’m Bren, resident SAStorian and manic goblin dream girl. Welcome to Episode 31: A Long Day’s End.
A Challenger Approaches!
With Mother (hopefully) vanquished and Kerti’s whereabouts unknown, our heroes hear fleeting whispers of ‘they’re coming, she’s coming’ whistling in the icy wind flowing through the cave. Sharing a Let’s-Put-A-Pin-In-That glance, the trio check in with each other because-- lest we forget-- they have just survived a run-in with an evil being who was masquerading as Kü’s mom. Sorry, did I say run-in? I meant battle for their lives. Anywho! They all seem to be physically unscathed, though that emotional trauma will last forever. IYKYK. Kü, of course, is the most affected, though his worries go straight to Kess, who Mother had just tried to strangle and not in the sexy way. Pearce attempts to make light of the situation by telling Kü it couldn’t have been too bad because Kess didn’t black out and see her friend, Ashe.
Which, speaking OF ash, the group starts smelling smoke. All of their combined hackles raise-- each probably thinking of a different entity. They really do be running into a lot of fire-related individuals, so this makes sense. When they actually SEE physical evidence of smoke trailing from further in the tunnel, they realize they might not be alone in this cave. Pearce elects Kü to lead them to the source, stating that he has darkvision and that will be to their tactical advantage. I mean, true, but this is also the helmetless kobold who just lost his ‘mother’ for the second time. I’m begging SOMEONE to give him a break. God, Lathander, DM, anyone?? As they go deeper, however, thin sheets of ice on the ceiling seem to be letting blue-tinted morning sunlight in. This literally lightens the mood until they come to a ledge-- one set up with a VERY recent campsite.
The party can tell right away that this is where the smoke has originated from, and looking closer, they spot a figure. A DANCING figure. What appears to be a four foot tall, staff wielding, gymnast built, olive skinned, winged individual is currently stirring an alluring pot of food while having the best time of his life. Understandably afraid, Kü attempts to summon his Blight Bow-- and nothing happens. Instead, he and Pearce decide to ambush the stranger, one going to the left of him and the other going right. Kü is spotted, and in defense, he grabs a broken liquor bottle (that he has been holding onto since the BEGINNING of this campaign, y’all), and chucks it at the head of his presumed assailant. In this instant, everyone braces for a fight, INCLUDING our guest star, Pongu, played by the fantastic Sonny-- who fans may recognize from the Hollaback Charity&D stream!
The Three Mardostateers
Kess instinctively heals herself as she notices her companions go into a fighting stance; having stayed away from the ledge. She was sure the humanoid meant no harm, but it’s hard to preach benefit of the doubt with a hotheaded gunslinger and a manipulated kobold. Instead of retaliating, Pongu tries to diffuse the situation. He laughs off the projectile Kü hurled and tells the group that they didn’t have to throw things if they wanted food; he has plenty to share. It’s then that the exhausted and hungry group smells the bounty for the first time. It is heavy with spices and looks like some sort of chunky soup. As we all know, food is the way to the heart, and apparently to the trust bone, too. Kess joins our apprehensive duo and the trauma of the past two days comes tumbling out of them.
Pongu listens intently, and when they’re done, calls over a beautiful, starry owl (named Nalani) over to him.  Kü startles, having instant predator flashbacks. With a smile, the fairy tells his companion that this group needs some extra love, to which the creature replies (only to Pongu himself) that they both have a lot to give. Pongu notices Kü’s changed attitude and requests that the owl take some time away from camp to reform himself into something less intimidating, like a cat. The kobold relaxes as the animal leaves, and Kess changes the subject. She begins to question Pongu about his presence in the cave-- and mentions that she thought it belonged to someone she knew. Pongu assures her that he is just passing through, and had chosen the cave to take respite in.
The fairy goes on to explain that he is from the Feywild, and that he has been searching all over-- sailing the seas-- and winding up on the material plane for the ingredients for a perfect fey wedding cake. He used to be an adventurer long ago-- now at an estimated 300+ years of age-- but now is a professional chef and ‘fixer of things’. This draws Kü’s interest, and he wonders aloud if Pongu might be able to repair his mother’s skulll-- but quickly has this hope dashed when Pongu asks if the kobold has all of the pieces. Pearce, feeling Kü’s disappointment, offers to go back and see if there’s anything left, but is denied. Having gotten Pongu’s life story, the group feels the need to share as well. They first attempt to lie (except for Kess) and say their names are Uk and Ferdinand [I will let you guys which one is which] and that they are all three from Mardosta. The truth quickly comes out, however, and Pongu takes it in stride, excitedly asking if Kess (the true Mardostan native) can get him rare spices from the area.
A Lesson in Bonding
Taking a moment for herself, Kess separates from the group and goes to the neighboring hot spring. She discards some of her clothing and jumps in-- drifting to the bottom. Once she reaches the soil there, the druid draws on her inner power and grows a flower. It is still black with a white iris, but the floret adapts to its watery surroundings-- taking on an aquatic formation. Kess takes no time to marvel at it, instead using the rest of her depleting energy to focus on the plant and attempts to contact Ashe. After a bit, she realizes there isn’t going to be a response. So, the changeling flips off the bloom and pushes herself to the surface, dressing once more and cursing under her breath.
In Kess’ absence, Pearce and Kü warn Pongu about Skugamor and give him a head’s up about Kerti (who we really haven’t gotten to know yet). The gunslinger sighs and half-heartedly complains that everyone has voices in their heads except for him. The fairy listens gratefully while taking out a Santa-Claus-worthy bag of toys to keep his hands busy. He explains that he likes to fix up old toys and give them new homes-- and Kü asks if he has a paddleball related plaything. Pongu brightly hands him a Bilboque (I really didn’t want to write cup-and-ball. But you guys made me anyway. Good job) and  takes to it instantly. 
Sensing how worn out the adventurers are, Pongu casts Tiny Hut, creating a dome with a starry ceiling and a light scent of flowers swirling through the air. Pearce sees Kess step into the space and he greets her, hugging her to him as she spirals in a panic attack. He tells her that everything is going to be okay, and that he feels that is true because he has not been this comfortable anywhere but Mardosta. The contact soothes the changeling, and she steps back from Pearce and truly looks at him for the first time after their ordeal. Her eyes widen at the state of his hair; and the gunslinger grabs his things to run to the hot spring himself to shower. Pongu stops him, saying that he thinks he could fix the dirty, snow-wet mess, and Pearce relents. The fairy uses Shape Water as a kind of gel to mold the unruly locks-- and when Kess lets Pearce check it in the shine of her canteen, the gunslinger huffs off; happy with his look but pissed that he has nothing to be pissed about.
Look at the Stars
Using his misplaced anger as motivation, Pearce begins to craft more bullets for Iris from the components he purchased at the Night Market. He ends up making fifteen functional bullets, only wasting one defective try at the beginning of the process. The gunslinger thinks of his father and how Pearce used to watch him go through the same activity, and the fire of his rage is stoked by the realization that he actually learned something from the deadbeat. What was it that Smash Mouth said? When the hits start coming they don’t stop coming? Whatever it was, I’m THERE in this DnD stream. Someone make them stop.
As Pearce is artificing the daddy issues away, Kü tries to bring his Blight Bow out one more time. When it still doesn’t happen, the kobold admits to Kess that he has Good News and Bad News. The good news is that he believes Mother to be truly gone, and the bad news is that this means that his powers seem to be gone. Kess reassures him that they’ll figure things out; and Kü distracts himself by catching Pongu up on their exploits so far-- from Evercrest’s dying king to the vampires of New Hexton. The kobold then switches gears and asks the fairy about his parents-- with whom Pongu seems to have a semi-okay relationship. Kü tells him that he’s just trying to feel out where his trauma is-- and that he wants him to be as broken as he is. Big ouch.
Kess takes over at that point, trying to explain LifeWell water to their new friend. A combination of exhaustion and frustration overwhelms her in the middle of it, however, so she excuses herself to sleep it off. She ends up under a constellation of a scorpion, and Pongu suggests to Pearce that he choose one that meant something to him to watch over him as he slept. The gunslinger curls up underneath an arrow (yes, weapons are soothing, just ask my barbarian) and  Kü doesn’t even bother looking up-- as soon as his head hits the floor, he drifts off into a deep rest. Pongu watches over them for the four hours they stay unconscious, making them a special (giving them ingame boosts!) bready treat. When they wake up, Kess eats hers and Pearce tosses Kü his-- who catches it deftly in his waiting maw. They take in Pongu now making pancakes for the group, and realize they have some decisions to make.
Case Closed
After throwing out their veritable to-do list, Pearce bangs the butt of his gun against the cave floor, commanding the attention of the other three speakers. He makes an executive decision that they should all go check on the Shadowmore family. They have no idea if they are still safe from Skugamor, and Kess needs to speak with them before they either stay for the Mardosta ball or move on to their next task. The Nobodies look toward Pongu, gauging his interest in joining them for a time. The fairy packs up the leftover food from the night before-- leaving a note that anyone who comes by it is welcome to it-- and agrees to travel with the trio. Kess warns Kü before she shifts back into her owl form, which turns out to be large enough to carry her humanoid companions. 
They make a long, cold flight back-- and all seems quiet at the Shadowmore manor. The group makes their way to the fourth floor (you remember, the PARENT wing) and finds it empty. Searching frantically, they finally see them standing in the greenhouse, marvelling over Kess’ new and hydraulic flower. Norse turns around and exclaims her thankfulness for her daughter’s safety, counting the number of still-alive-friends with her, and greets the sunny newcomer. OMG. Did you see what I did there? Sunny cause Pongu is a literal ray of light but also-- Sonny?? His player?! That was COMPLETELY UNINTENTIONAL! WITNESS ME! Fine. I digress. The party catches the elder Shadowmores up to speed just before Brienne, our lovely tabaxi detective, strides into the greenhouse. Pongu introduces himself as Brienne looks over him curiously, and the investigator sighs, grateful that she doesn’t have to question yet another for Xarus’ murder. Hearing of this foul play for the first time, the fairy looks over to his new friends and says, “There’s a lot of death around you three, huh?” 
The Nobodies stammer in unison, attempting to laugh off this outburst. Brienne pays it no mind, pushing forward to ask to speak with the group. She tells them that Xarus was found with poison in his system, and had a snapped neck-- probably from strangulation. The tabaxi had spoken with onlookers at the Underfrost as well as the cooking staff at the Shadowmore estate, who both told her that they experienced a similar phenomenon with shadow magic. It’s then that they come clean, handing the detective the page on Skugamor (which Brienne RIGHTFULLY chides Kess for stealing) and Kü recounts his almost-lifelong-ordeal under her influence. With a small, conspiratorial smile-- Brienne concludes that Xarus’ death must have been a suicide. She tells the group that if they did not take care of Skugamor that she would be unable to protect them-- but if the entity was really and truly gone, she was more than happy to close the case. She bids them farewell, and as they all let loose a breath they didn’t know they were holding (hello, YA roots) and Pongu smiles widely at them. He professes that he will be there for this courageous party until they no longer need him.
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TL;DR
Give a BIG SAShole welcome to Pongu and Sonny! You can find him on Twitter: @SonnyPlays and tell him Bren sent ya!
Wait, where’s my starry owlcat!? How do you pspspspsps a fey being?!
Things are looking up for the Nobodies. Be a shame if something happened...
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Don’t Pearce your pants in anticipation, but you can catch the next session over at twitch.tv/lochness on September 22nd at 7:30CST/8:30EST! If you’d like to watch THIS episode, follow the link below:
https://youtu.be/pXQxmi9dGbg
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