Experiences in Parenting – The Day I Brought My Newborn Home

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Dream Experiences and experience gain

I’m about to run my D&D 3.P (Dungeons & Dragons 3.5 / Pathfinder) group through a "dream game" while they’re on a journey between the Material Plane and the plane of Mechanus on the equivalent of a spelljammer.

The material I could "easily" find on Dream is very limited… I have only been able to find a couple pages on it in Manual of the Planes… Is there any other materials that has any information on Dream?

Some background on what’s going on: a couple of my players have multiple characters. As my groups grown, they have had to pick which one is their "main" for that game session and can, within reason, switch them out ‘in town’. Two of the players have another set of characters for when the rest of the group doesn’t make it and they want to play anyway… No big deal, other than they’re fun monstrosities that shouldn’t be allowed to exist (one being a half-marilith kasatha, and the other being a half-balor ilithid), but they’re fun anyway.

So one guys "mains" are the half-marilith kasatha, and a melee oriented Goliath. The goliath has some Unarmed Strike ability, while the half-marilith kasatha is untrained in and unarmed.

Long story short, the goliath was knocked very unconscious on the outter hull of the spelljammer…

In this game, the "flogistom" is more akin to the 40K warp in that ‘strange’ things happen, especially if you use magic for anything other than spelljamming…

So, while the two are being healed, and it’s between games, I’m going to have the goliath be stuck in the Dream realm, forcing at least some of the group to learn Dreamwalking (not a big deal in my system to learn something on the fly, within reason for my system).

Now, my primary question is thus: Do the PCs gain any experience for their experiences within Dream?

Best/worst experiences you’ve had with a DM? [closed]

Engineering lead, manager, festival producer stepping into DM shoes after being asked by friends.

In light of COVID19 a group of friends has asked me to run some Zoom hosted DnD campaigns. I’m usually the one to organize game nights, and I already know how to break problems and assignments down, I’ve been in and out of a lot of different gaming settings, I was also DM a bunch when I was little and playing Hero Quest with friends.

I wanted to apply my engineering leadership habit of always looking outside for great gotchas and inspiration and wanted to ask players here, what are some things you loved and/or hated that a DM did during your campaigns?

I realize this is a broad question and treads the line of what’s generally allowed on StackExchange, but I feel it covers a lot of specific questions at once that I’ve seen the likes of Chris Perkins and Matthew Mercer be asked in smaller chunks.

I already walked the group through deciding on setting (on the venn diagram of scifi, fantasy, and realistic horror). We created characters, and I also asked each of them to send me a list of favorite movies, tv shows, and games (of any type) so I can be sure that along the way I craft narratives that are interesting to each individual without trying to please everyone all the time.

In a more advanced society that experiences incursions by monsters, do you think weapons such as guns would cost more or less the same as our society? [on hold]

I’m in the middle of creating my own role-play game set in a fantasy/sci-fi setting where the society is attacked fairly regular by monsters and the like; Due to this I’m having trouble with the pricing of weapons etcetera while keeping it balanced and affordable for players so they have a good variety of weapons to try out and buy.

Best practices for asynchronous user experiences?

Can someone suggest some good examples and resources around designing for async user experiences?

I’m working on a Web application that needs to process invoice submissions asynchronously to improve the user experience. We want to allow them to submit an invoice, receive feedback that it has been received, and process it async on the backend. The current, synchronous submissions requires a lot of processing and can take up to a couple minutes or more to due to integrating with another system. It’s not lost on me that 1-2 minutes waiting in a Web UI is horrible.

Note: We can perform a enough validations to reduce the chance of errors on the submissions, but there will still be a small chance of errors.

I’m looking for real-world examples of asynchronous user experiences for processing where it is done well. For example, I know that amazon.com does this for processing orders. You receive an almost immediate response that your order has been received, but that it is pending processing. There is still the slight chance of an out-of-stock issue or some other problem. They communicate that back through notification via email and in the UI.

Users often submit multiple invoices in the same session, so we want them to be able to submit invoices on after the other quickly in a way that will:

  • Make it clear that the submission was received, but more processing is required.
  • Surface errors in a clear way
  • Improve the perception of speed
  • Provide a more natural and improved UX workflow.

Any examples or resources specific to this type of UX topic is very much appreciated.

Dealing with 2 Immature Players Who Detract from the Experiences of Others

I have read a number of threads here similar to but not the same as the problem my group and I are having (including this thread, this answer, this answer to a similar situation, and this question which addresses only 1 person).

I have a question related to dealing specifically with 2 problem players, and would like to explore avenues of resolution other than disbanding or kicking these players out of the group.

After joining a new group recently, I am finding more and more that two people in the group are surprisingly immature, a fact not helped by them both feeding off of each other’s behaviour. While this is not necessarily a problem in and of itself (and in theory could actually lead to some fun interactions), it is unfortunately leading to some detrimental effects for the rest of the group (and the DM in particular). these effects include:

  • Slowing the game down – When these two players get together, they tend to distract one another. This is especially frustrating when playing with a larger group (5 or 6 other players), since in talking to one another they miss what is happening, and we consistently spend time having to catch them up on what other players have done, the state of the battlefield, etc. While not a huge problem for me as a player (though certainly irritating), our DM is getting understandably frustrated having to repeat everything twice, since neither of these two players are paying attention. They also don’t think ahead when its not their turns, and since they are both spellcasters, this frustrates us other players a great deal, as our turns often take under 30 seconds, while because of their distracting behaviour their turns frequently take upwards of 5 minutes each.
  • Losing a sense of cohesion – Their two characters almost exclusively look out for each other, even to the detriment of the rest of the party. While this could make for an interesting dynamic in game, their behaviour is inconsistent, and they appear to show little loyalty to the order our group serves (around which our 2 month campaign has been based; loyalty to this order was the prerequisite for joining the group), our overarching mission, and more importantly the welfare of our group (eg last session they refused to heal our tank because they wanted to save their healing spells for “more important characters”). This is, unsurprisingly, leading to resentment both in and outside of the game.
  • Ruining Immersion – A large draw for many of us to this group in particular is the role playing aspect of the game. However, the constant bickering and out-of-game discussions among these 2 players is constantly drawing us out of the game. Our DM has tried calling them out at the table for being distracting and taking away from the game, as well as speaking to them privately (though I was not present when this conversation took place). Regardless, the poor behaviour continues, and our DM appears to be at his wit’s end.
  • Poor Gameplay – Before anyone gets upset about me listing this, let me explain. The two players tend to make decisions against the advice of the rest of the group and the DM (which is fine – after all, we are roleplaying). HOWEVER, these decisions (unsurprisingly) often lead to a poor situation for them, to which they respond with resentment towards the group and the DM, consequently leading them to spend the rest of the night complaining about how boring the game is, and further distracting the group. For example, in our last session we were fighting a group of dragons. Rather than mounting their dragons and helping in the fight, both decided instead to head into town and get drunk, even after the rest of us, including the DM, advised against it. When they realized that the rest of us were having a great time slaying Shadow Dragons, they complained that they were stuck in a tavern in town essentially doing nothing, and began berating the DM for not allowing them to instantaneously join the battle. We are unsure of how to handle this behaviour, and their boredom undoubtedly contributes to the distracting behaviour that is frustrating the rest of the group.

Ultimately, the question boils down to this: How do we deal with 2 immature players who feed off of one another, and detract from the experiences of other players?

Although simply kicking them out or forming a new group is certainly an option, I figured sharing our predicament with the wonderful RPG community here may lead to some unexpected solutions which may help us actually resolve the problem.