This is just what I think the cast might pick as their classes for next campaign (I have no idea what races they might pick, aside from Sam)
Travis - Either a Cleric or a Paladin or a Wizard. He is very much the dad of the group and he has said multiple times that he enjoys strategizing and being able to play an intelligent character.
Marisha - After Keyleth and Beau I feel like she'd choose something with a high charisma to shake things up, so I feel like she'd choose a Sorcerer.
Laura - Barbarian. She has made it incredibly obvious that she just wants to deal a shit ton amount of damage. She might also pick a race that is large like a Goliath, Half-Orc, Aasimar, something like that. Or she might choose something exotic like a Tabaxi.
Sam - I feel like Sam might play either a Fighter or a less standard class like Blood Hunter (especially since we didn't get to see the full extent of a Blood Hunter's abilities in this campaign). I also feel like after playing two Small characters he'll switch it up to a Medium or Large character.
Liam - I feel like Liam might choose either a Bard or a Druid. With both his natural charisma and his incredible insight as a person he'd be naturally adept at either. He also just rocks spellcasting classes.
Taliesin - WARLOCK.
Ashley - Honestly I have no idea on this one. She has played both a Barbarian and a Cleric now, two classes on opposite sides of the spectrum (I mean I know she was a War Cleric so she was still technically a Tank but she was also primarily a Healer). She might pick Rogue as a good medium but I'm honestly not sure.
Again, these are just my personal predictions, I have no idea if they're gonna be right or not, I'm just throwing this out there.
It would be cool if most of the class picked some of the stranger classes or subclasses available now that so many of the Unearthed Arcana material has been officially published. It would also be cool if for their Races they picked more exotic characters like Tabaxi, Genasi, stuff like that. Fuck, even a Kenku or Aarakocra would be cool.
Either way, it's so weird to think about this because this campaign doesn't feel like it's close to ending. At least for me. In campaign one it definitely like the endgame because of all of the build up and the stakes being set super high and everything, but this one just doesn't have that same feeling.
But I am still excited to see how this all ends and to see how the ending of this campaign will affect the beginning and world of the next campaign.
Your adventures are awesome, just getting that out of the way. I’ve been thinking a lot lately about spelljammer, due to rewatching treasure planet most likely, and I’m curious how you would handle it
Forgive the break from my usual format for this prompt, but as it deals with past versions of d&d and how I implement some of these ideas in my game, I figured I needed to change up my authorial voice for this one.
For those who might not know, Spelljammer is d&d’s answer to starwars style planetary adventuring, and is both its own setting as well as an “addon” to other campaigns involving a magical means by which adventurers could fly out from their homeworld into an version of space modelled on archaic views of the universe as a way of explaining why their wooden spaceship didn’t have to worry about things like gravity or vacuum pressure.
I was never into Spelljammer myself, as it was primarily a 2nd edition thing and i started playing the game with 3/3.5. While the idea of fantasy spaceships was always intriguing, I felt that Spelljammer itself was a bit silly, with its space hamsters, British hippo gun fetishists, and reliance on “ D&D trope, BUT IN SPACE” to prop up much of its material.
That said, we can all agree Treasure Planet, and the idea of fantasy space pirates is SICK AS SHIT, so I’d be doing a disservice to myself and the campaigns I run if I didn’t have that sort of thing running in the background.
So lets talk first about how I run the astral sea, as I use that as my backdrop for such adventures:
The Astral Sea is an expanse of starry void, filled with glittering mists and nebulae and aurora, as well as the occasional field of crystalline coral. It is the raw canvas of creation upon which the gods ( and other great powers) paint their myriad creations. This morphic quality is also utilized by powerful arcanists to create their own worldlets and mind-palaces, making their dreams into physical domains of impossible wonder. When these arcanists die or otherwise move on, these realms endure, slowly drifting together into ruinous archipelagos that provide habitat for astral denizens.
There is no such thing as distance in the astral plane, more of a notional geography of one landmark in relation to another. Part of the reason this great expanse is referred to as a "sea" is that navigation in such a realm requires either the following of particular " currents" that follow predictable routes through the expanse, or by the charting the relative position of various landmarks in relation to one's desired destination. One could also make use of the vast network of portals to get about, trace the boughs of the cosmic trees, or take a walk on the infinite staircase.
Its bad to be out in the astral sea for too long, as that primordial chaos can either unweave one's being or make some unwanted "Creative additions". This necessitates an astral ship for a long journey, or sheltering in a crystalline reef or other structure.
The Shallows of the astral sea reside in the realms of mortal dreams, and the phantasms of imagination and flotsam of fantasy spill over into the starry expanse.
Running Astral Adventures:
Since the Astral plane is by definition so far removed from the "grounded" state of traditional fantasy adventuring, I like to think of it as a sort of secret/background/bonus lore that's never touched on in most games, until the party starts having dealings with high level wizards and the like. A wonderous thing they get to discover when they cross over the threshold from practical heroics into the realm of the fantastical. That threshold is likely an unintentional one, as an unknown portal or teleportation mishap sends the party hurtling into the unknown, only for them to have to struggle through a strange world and find their way back to reality.
The construction, reclamation, or chartering of an astral ship is then a later benchmark where the party has taken control over their destiny, allowing them to travel between the realms by their own agency.
Adventure Hooks:
The diaspora of innumerable dead worlds spread out through the astral cosmos, survivors of realities that collapsed under their own weight or the mismanagement of their gods. These Starry pilgrims can find new homes among the reefs, or travel from world to world as astral nomads. Such an existence is a hard one, and it's not unusual for some of these peoples to turn to interdimensional raiding and piracy as a means of survival. Often the loot of these raids ends up in the markets of Leng, where the treasure of a thousand worlds flows through wicked hands of that world's miasmic masters.
In the most twisted and surreal expanses of the dreamscape, the Quori hold sway, formless tyrants incapable of creation themselves and so desperate to claim the minds of mortals to give shape and order to their nightmare realm.
The ruins of civilizations beyond count float in the astral sea, just waiting to be explored. Expeditions to these dream palaces can be great undertakings, but can provide campaigns without frequent dungeon crawls a chance to get their delve on without having to leave an important central location of a campaign.
Art 1
Art 2
During your exploration you stumble upon a shrine.
The electricity fills the air.
The Deity is present.
Would you like to leave an offering?
A sweet treat from a friend.
A paper star.
A broken pencil.
A piece of lint from your pocket.
Blood.
No.
Progress continues!
Nothing too new here, but I finished some more Mark III marines from the Burning of Prospero box for my pre-Heresy Emperor’s Children. I did magnetize all of these ones except for the legionary with the vexillum. I figured I would keep the vexilla for marines that will only be carrying bolt guns to give some of them a little more interest.
I think the custom Emperor’s Children pieces still work alright for the sergeant in Mark III armour even though the torso and helmet are technically Mark IV variants. the left shoulder, however is still a custom Mark III piece so no problem there.
You may also notice that I added a sculpted “III” to the sergeant’s right pauldron. I picked some of these up 3D printed from Shapeways. There’s a lot of things on that site that you can use to customize an army. This was a nice way for me to avoid a little more freehanding and instead use something that looks a little nicer :). Unfortunately I could have used one for the Mark IV sergeant I already painted but all well. That one’s done now! I figure I’ll save them for special characters anyways rather than use them on everyone. That way characters stand out more if they don’t already have a custom shoulder piece.
I also painted and magnetized a bunch of weapon options for the sergeant including a thunder hammer, but I didn’t add all those pictures to this post. All those weapons are compatible with the other sergeant as well which is really cool! The only difference between the Mark III and Mark IV hands is a couple tiny rivets anyway so it doesn’t really look like they don’t belong together.
With these 5 finished I now have an even number of Mark IV and Mark III tactical marines painted at 10 each. That’s 20 of an overall 60 marines to paint. Not too bad but still a long ways to go! I might switch focus now to the Betrayal at Calth box exclusively before doing anything else from the Burning of Prospero Box. We’ll see if I can keep my stamina up for painting purple :).
I think next however will be the Contemptor dreadnought from Betrayal at Calth since it will be a little different and it means I would have finished all the Emperor’s Children I need to in order to use as proxies for the Word Bearers and be able to finally give the game a try!
I’ll probably post a teaser picture of that relatively soon, but until then I just wanted to add one more picture of the power sword I painted for the sergeant in this photo set because I think the lightning effect came out a little better than last time.
I have this arbitrary line I need to cross before I can congratulate myself and come out as trans to my friends and family. I just need to think im pretty for longer than a fleeting second. I need to live a day feeling pretty and go to sleep feeling pretty and wake up again to feel pretty again. And then maybe I'll be able to say "I'm ready".
But what if that agency is taken from me? What if I am pushed before I'm comfortable. What if my breasts grow too large to keep hidden. Or my parents ask me about my girlish tendencies before I even begin to think about how to discuss it with them?
I dont know what to do then. I'll bumble through it and need to live uncomfortably until I hit that arbitrary milestone that dictates when I can be myself, unapologetically, anywhere and everywhere.
It hurts being called a son. A boyfriend. A nephew. A grandson. Referred to as a "Lord" at a renfaire instead of a Lady. It makes my heart sink and my gut wretch. Whatever positive energy I have flushes away.
But I can't bear the discomfort of living my truth in a way that makes myself cringe, because if I cringe others will too. It's silly. So many braver souls do it, and with such confidence that I am jealous and dream fantasies where I live their lives.
It's fine. I'll manage. Someday I'll meet my arbitrary milestone. One day my mother will have a daughter.
tw: body horror, blood
vin and human
While exploring some different shapes and styles for laser defense bastions, I was left with the conundrum of where to put garrisoning infantry stands when the roof is mostly laser. After noodling on it, I struck upon the notion of building plinth to provide conveniently infantry-sized platforms to represent troops occupying the structure.
The layout is taken almost entirely from the official Grimdark Terrain Dominator Prison Complex Xhi build, but I wanted to try and replicate the look of the now discontinued Imperial Bastion.
We also wound up using it as a proof of concept for pre-arranging the components in Blender and exporting to a flat .STL for printing, which worked reasonably well. Some minor artifacts due do to inadequate precision arranging the parts and I'm not sure it's actually that much of a time savings over hand assembly, but the finished product is rock solid and looks great on the tabletop.
What is the answer to that red, three-legged riddle? I'm stumped.
Oh there isn't one, I just wrote a bunch of riddle-sounding statements with no connection whatsoever.
Sadly, I admitted that after you gave up so you have failed my riddle and will now be devoured.
-Pencil
Happy pride month maybe I’ll start watching Doctor Who again
How do we write the "mean girl" without making her another shallow copy of the brainless, pink-clad, cheerleader we see in high teen dramas?
Of course, there's nothing wrong with such a character if you want them to be funny/light in the first place.
However, I can hear myself slowly losing my last two brain cells when I keep reading about such papercut characters for more than an hour - reading clearly requires more effort than watching a class B movie, so I always appreciate when authors put more effort to make the characters dynamic.
The classic way to avoid this is to give them a sad backstory. They used to be overweight/ugly and were bullied, or their parents don't care about them enough, or they are too insecure. Obviously these plot points are quiet stale now, but the basic principle still stands - if your charcter is mean, she needs A REASON.
I love reading about a mean character's backstory then feeling, "actually, I would have felt like doing that, too."
Whatever their motivations may be, remember that bullies pick on the weak, not the successful/powerful. While the Mean Girl might feel jealous/inferior towards the protagonist, I hardly think that should be the sole reason why they picked their victim. There must be a flaw in your protagonist that happened to be something that the Mean Girl knows how to exploit, which makes them a target above others.
There are two ways that I can think of: (1) A seemingly nice character is in fact a mean girlie, or (2) A mean character turns out to be kind and well-intended.
Personally, I love Mean Girls who are intelligent/ know what they are doing. They are purposely manipulative:"are you okay?" as if the victim has something wrong with them or providing "constructive" criticism. Or kindly inviting them to a party that she knows they wouldn't fit in.
The conflict deepens when everyone else likes the Mean Girl due to her manipulative nature, making the protagonist doubt themselves.
Think about what the mean girl aims to gain from bullying your protagonist.
Is she continuously trying to prove herself "superior" so that she can feel better inside? Is she an academic rival who just needs to be the first in everything, even is that means reverting to questionable behavior?
Overly ambitious/perfectionist characters can come off as mean when they feel like others fail to live up to their standards (which only they know about, and are usually up in the sky)
If you plan on giving her a redemption arc, make sure that she has earned it! The worst thing you can do is make it sound like you approve of the horrible things she has done.
this transition doesn’t mean the character does a complete 180 and is suddenly all smiles and good favors. They can fall back on their old ways of thinking, but is trying to make an effort to step out of their old clothes.
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References:
https://writingquestionsanswered.tumblr.com/post/668302340882857984/how-would-you-write-a-mean-girl-character-without
https://www.writingforums.org/threads/how-to-write-the-mean-girl-character.160729/