I downloaded google ads editor and tried to download my account, but sadly this didn’t work. In the google ads editor the profile is empty even though I have a campaign.
I have a website with traffic problems. The web site sells a product in Spanish.
I recently created a Facebook ads campaign, and it got 96 visits. But Google Analytics only registered 9 visits. I think my website could be slow and people are bouncing. Could this be the case?
I am using WordPress and the Profitbuiler plugin to create the page.
I’ve noticed that a nice resource to get inspirations is Scabard. However it is apparently browsable only on a Campaign level, with all the Campaign’s assets mixed up (characters+cities+random stuff).
Is there a way to browse only a specific category? (i.e. only the characters, or only the cities, for instance)
Even better if I could browse all characters, irrespective of their campaign, but even an in-campaign sorting would be good.
I’m running a sandbox campaign and I’ve been looking for a method of randomly determining the weather for the day.
Features I’m looking for:
- Low-to-medium handling time during play. Big tables are fine if they’re easy to use. I’m fine if the system needs to be tuned or setup for my specific setting before play, but during play I want to quickly determine the results and move on.
- It has to give concrete results that I can immediately apply and don’t require further interpretation. (I’m not interested in systems that merely suggest a vague weather state and leave me to fill in the details.) For example, “a bit hot, heavy rain, no winds” is something I can immediately apply to the situation of “they’re in the badlands, so flash flooding is now a possible hazard”. A result of “extreme weather” requires too much interpretation – it could mean the same but could equally mean tornadoes or blistering heat or something else.
- It has to take into account the prevailing weather, including seasons and local climate.
- My game is analogue, pen-and-paper only during play, though if a weather system uses a computer for before-play setup (say, to generate custom per-area tables) that’s just fine.
- Ideally, it wouldn’t require pre-generating specific weather results. When we sit down for a session, I don’t have any idea whether play will encompass a few in-game hours or months of in-game time. (If it can pregenerate months of weather for multiple locations in a compact, printable form, that might work.)
My motives for wanting concrete results to work with are to a) eliminate my bias and avoid unnecessary DM fiat, and b) have weather trends emerge that even I don’t expect.*
I don’t just want “set dressing” for overland travel, I want weather because it’s important to a medieval-ish society for agriculture and warfare – and therefore politically too. I want to be able to roll and tell the players something like, “The drought continues, and the desperate villagers demand your magic-workers do something. They’re angry and superstitious…”, or “The pass to the north is still under lots of snow. You’re unlikely to get a lowlands army through there intact until the thaw.” I want those sorts of things to naturally arise without me deciding to run a “drought plot” or capriciously blocking the players’ plans.
I have the Wilderness Survival Guide† and I like the system in it conceptually (it hits features 2 and 3 easily), but its heavyweight implementation looks like it would be a pain to use quickly at the table. (I could be wrong. Telling me how you’ve make it work for your game would be a good answer.) There are lots of suggested systems floating around on the blog-o-tubes, but they’re either too simple and suited only to set dressing or don’t take into account existing weather. The WSG system’s results are my ideal, but I’m looking for something that’s better-designed to not have a ridiculous handling time.
I’m not looking for ways to make weather important since I’ve got the tools for that already, although if that’s integrated into the weather system that’s great.
Something you’ve made up, something posted online, or a specific print reference are all fine, though for print I’m not likely to accept an answer until I can find a copy so I can evaluate the system.
(This post is tagged dungeons-and-dragons because that’s the style of game I’m running, but weather systems are often game-system agnostic so it gets that tag too.)
* Also, I live in a rainforest climate so my sense of what is “normal” weather is less than useful.
† My first-ever RPG purchase.
CAMPAIGN CHOICES: Icewind Dale: Rime of the Frostmaiden, Sword Coast No Railroading, Ghosts of Saltmarsh, Theros Campaign, Ravinca Campaign, Candlekeep Mysteries, Homebrew Campaign.
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In core 5e RAW rules, Javelins are simple melee weapons (STR based). However in this particular players guide they talk about Ranged weapons, which Javelins are mentioned.
On Page 20 of the "Odyssey of the Dragon lord" players manual:
Thylean Weapons Warriors in Thylea typically use spears, shields, and swords. There are exceptions, of course, but the armies of Mytros and Aresia train thousands of soldiers in the use of these simple armaments. Heavier weapons, such as halberds and greataxes, are thought to be barbaric.
Ranged weapons are typically limited to javelins, slings, longbows, and shortbows, although there are some who have adopted the use of complex recent inventions, such as crossbows. These weapons are engineered in small quantities by the Academy and are not widely available. Thylea boasts a handful of unique cultural weapons, which can be found at just about any blacksmith or adventuring shop. With the exception of the chakram, they function identically to their normal counterparts (unless they are magical).
There are other places where they change/add new descriptors to existing core weapons. For example page 49 of the same players guide:
Vagrant Soldier Despite your roguish demeanor, you have all the training of a common soldier. When you choose this archetype at 3rd level, you gain proficiency with shields. Additionally, spears and tridents count as finesse weapons for you.
If anyone has played this campaign and can prove a definitive ruling on this question – using RAW or other items from the publishers, that would be great.
As usually, it is up to the DMs discretion for a final ruling – this is a known and doesn’t need further mentioning as part of an answer.
Brief description of my campaign:
- Takes place ~1000 years after creation
- Bronze Age for most of the world, some parts are beginning the Iron Age
- Dinosaurs and Fae are still relatively common in the material plane.
- The most advanced city-states are magically advanced instead of technologically advanced.
I am a new DM just starting on worldbuilding for this campaign. So that’s already a relatively big spike in difficulty for me. I’ve been a player on and off for a couple years now so I’m not completely new to DnD. My friend has been my only DM during that time and he’ll be a player in my campaign. I’ve told him what I listed above with a bit more detail for feedback so he knows the type of setting I’m going for.
He wants to play an artificial human who uses swords and guns via Mercer’s Gunslinger class, and he wants his backstory tied to some kind of mafia he’s tried to cut ties with.
It seems like he’s been wanting to play a shadowrun styled campaign for a long time and the character he wants to play just feels completely out of place in my campaign.
The gun is the main problem. Balance for a gun isn’t an issue; I’m confident we could figure that part out, but thematically it just feels wrong the more I flesh out this world. I honestly don’t think even crossbows would be a thing let alone flintlock. We’ve been working out some kind of arcane pistol that shoots aetherial crystalline projectiles that dissipate after a time, but at that point it’s essentially a wand with gunslinger mechanics. Besides that it feels a bit Star Wars-ish to me and that’s not the theme I’m going for.
An artificial human brings to mind an android which is off the table, but I could work out some sort of magical origin, but most likely he’d just be created from some sort of god because to create new complex life at this stage would require godlike abilities and knowledge.
And then the mafia thing is when I realized that perhaps my campaign just wasn’t what he’s looking for. There will be occasional bandits here and there but organized crime isn’t really a thing yet. If anything it’d be a cult in his backstory rather than bandits or crime syndicates.
I’ve told him we should be able to figure it out, because I really do want him to have fun playing whatever he wants, but he’s told me he’s been wanting to play this character for awhile which makes me think he’s really just wanting to play in a completely different setting. The more I work on my world the more it just seems completely out of place to have a character like that in it.
I’m tempted to say he needs to come up with something else entirely. What should I do?
I am thinking through a DnD 5E campaign based on the movies groundhog day and Edge of Tomorrow. The idea is that the players will exist in a loop of time, always waking up in the same moment and regardless of if they are alive or dead always resetting at the same time.
I have the narrative set out, and I am working on populating my region. I figure that with this kind of adventure I can fill my sandbox with a host of NPC’s who’s behaviour and actions every day can be stated unless/until the players do something to disrupt it. But I need to determine the game rules for this unique type of game. Things like Spell learning, gaining experience, repeating the same actions and the impact on DC. In my mind the players will reset every day with the same equipment so things like spell components etc an dhow I manage this.
In order to avoid this becoming a discussion I am looking for, either published examples of campaigns or adventures that have this kind of a story thread. DnD (any version) or another high fantasy system would be great, but if its a sci fi or other thematic system I can still look at how the rules are adapted to take account of the cyclical rather the linear nature of the story.
Alternatively I will also accept any first hand experience of running such an adventure and the rules you home brewed to deal with the issues you faced.
I’ve been looking for a campaign meta-game for my players to track elements during adventure ‘downtime’ and was curious what people in the community have tried?
For example, an island world campaign (a-la fantasy Firefly/Cowboy Bebop) where players have to worry about maintaining a ship to travel between adventures.
They would have to maintain cargo, ship repairs, and relations between islands that affect events during game time.
I’m stuck trying to make some mechanics that would be impactful to a group of players however, any ideas?