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I agree with session zero, but will not allow "tools" that allow players to stop/interrupt/change things in the middle of the game by holding up a card. Yes to session zero and lines/veils, but a hard "no" for the X card or things like it. I agree with the other poster who compared it to a group of people choosing a movie to watch together. It is good that everyone agree up front, but no one should be able to "fast forward" or skip scenes.
@@enterthearcverse no but I am seriously thinking about learning to DM Dungeons and Dragons instead of being the player after all these years. Keep up the good work, look forward to seeing your next video
@@jdjxb123 very much depends on the story you’re trying to tell. I’m a firm believer in letting the narrative produce the villain. Do you have an adventure you’re writing at the moment?
Unpopular opinion warning: Session 0 is crucial, X-cards (or stoplight cards) are bogus. If you can’t do a session 0, don’t bother playing. At best, you get lucky. At worst, half the table is triggered (with one person too shy to have used their X-card when they really needed it) the other half is annoyed about how often safety tools ended up affecting the game, and no one is excited for “next week”. It’s just not fun. At least to me, a DnD group is like selecting a movie to watch. Everyone needs to agree on the same movie, no skips or alterations once decided. If everyone can’t manage that in a mature way, maybe they shouldn’t be watching movies together.
Think these are pretty valid opinions! Of course all these tools are only as useful as the GM using them, and need to be managed in a way that works for everyone.
Thanks very much for your kind words, hope this has helped with your game. Just out of curiosity, what else would you like to see us make content about? What would be useful for you?
Thanks, that’s really good to know, obviously, we’re in the business of helping DMs as much as we can do this kind of feedback is really great. Find more resources and our two core books free at www.enterthearcverse.com
Have been teaching my nesting partners oldest about DND and she mentioned not feeling comfortable with her current campaigns content. I asked why they didn't cover it in session 0 and she looked at me blank. She is playing in a teacher run DND club and they had never covered lines or veils at all. That blew my mind.
I guess people can be forgiven for not knowing about these things. I think it’s a handy tool to make sure everyone is okay and enjoying the experience. There are some things I don’t want to see or watch and lines and veils helps the DM and players to be on the same page. Hope the teacher in question hears about this practice!
@@enterthearcverse I would assume a teacher who helps run the club would be on that for sure. She responded "that's a great idea I'll have to do that when I dm" so I think the next generation of ttrpg is Safe.
One of my favorites was the guard to a king. I was dm and the king was trapped inside his own kingdom. The guard was lvl 20 but had such bad allergies that he couldn’t fight the Griffin trapping them from exit. I had monsters with all sorts of weird abilities scattered throughout the kingdom and he would step in to help if they were overwhelmed. Kinda of dad tutorial guy.
I introduced a very large, heavily armed bad-ass NPC last session. They think that the guy is cautious, but they are going to quickly realize that he's actually a coward. Comically cowardly.
Like soap and price in the modern warfare series Yes you get to play as price and most of the monomer Fair games but most of the missions he is an n PC
Had a session 0 where everyone judged my lizardfolk barbarian for disliking humans to death and judged him completely for it then he went into a violent meltdown explained what happened to him and immediately made a bond between all the characters which made me feel really happy about how I made him
@@enterthearcverse aye it was one of my friends joined later on in the campaign joking bought how they're gonna make a lizardfolk to date mine told me as if aye then when they met they really hit it off and later on got married campaign ended soon after due to us all getting jobs and being unable to make it but I have a bunch of stories on it and my DM is writing a book about it
@satinephoenix is part of the Luke group that has been attacking directly and indirectly the Dungeon Hobby shop museum. These folks have many tricks up their sleeves. YOU FOLKS HAVE ONLY UNCOVERED 2.
Another thing to work out about factions is “moral strength” (calling it that since i don’t know another name), if the factions comes into conflict, will they be able to be persuaded to switch sides, untill the end (if death takes us) or “oh damn, you took 20% of our country, peace and we’ll join your alliance”. And range and similarity, an island that is the size of manhattan is probably pretty set on the same ideals, but a large empire might have different needs, goals and views from region to region, for example, to the west of the empire there is another smaller country, the people of this smaller country often trade, life and marry with the peoples of the western half of the empire and so the relationship between those peoples would be quite strong and they’d view the smaller country with good regards, whereas the east might not have that, now if the east holds the most power and decide to invade the smaller country to the west, the western half of the empire could likely revolt or be very unsupportive of the conquest, scale changes faction. Another thing is influence, which other factions influence the factions, (guild, other countries, alliances etc). Also don’t be afraid to change a faction’s affiliation, different kings can mean different alliances.
Great video, i have a tip for others as well, the size of a city is very much decided by luck and location, specifically risk and plenty, if you have 2 cities that mine silver, one can produce 500 kilograms worth of silver each day and the other can produce 1000 kilograms, the one with 1000 as production will grow faster and see more development, and given luck that city might specialise when the silver productions slows, as all this will happen eventually. Another thing about location is risk, both militarily and naturally, risk-reward. During much of the middle ages the west of the Netherlands was not the rich and plentiful land, rather it was the east, in the west the lands were consistently flooded, while the the east sat comfortably at a river which allowed for plentiful trade and the lands nearly never flooded, however as the Netherlands got better and better at repelling the sea, the west (with easier access to the sea and sea trade) became stronger, and the cities grew bigger, the natural situation can limit of greatly improve the maximum size of a city. Another thing is military location, if a city is at a risk of being taken, well, people move away, this happened to Antwerp during the 80 years war, the city got taken by Spain, but before that, most of the educated upper and middle class of the city fled, they fled north to the region of Holland which now (with less consistent floods) can support more people and bigger cities, and this gives way for cities like Amsterdam to grow to the big size it would be known for, this influx in knowledge northward would give rise to things like the V.O.C, which would bring more wealth, which would attract even more people. So take your time to see where people will flee to, given the choice, and what effect does it have to that region.
Hi Kai, thanks so much for this and yes you’re right, location and military threats are really important. I will talk more about that in a later episode, but I am really grateful for everything you’ve said here about the Netherlands. On the subject of silver, I will talk about the development of economic systems soon.
From religion studies I prefer to construct religions around the 3 Bs (Belief, Belonging, Behavior). Belief is basically what you simply called story, I just would put the emphasis more on the interpretation of said stories and not in telling the stories. And behaviour would be the ritual part you mentioned, but also it can encompass rather mundane tasks as well that people do because of their believes, which is why traditions are also a big part of religions. The belonging part is missing in your approach, but I think that is really important, since it covers not only how the people see their relationship to the divine, but also what that means for the community of worshippers. Regarding a intermediary between the divine and the people, not all religions have that, there are plenty of mystical religions that work around the premise that one can experience the divine directly. Basically religions that have meditation or otherwise ways to reach some trance state, like in voodoo where the lwa is invited into the body, and even in Christianity that exist, like in the early days with the gnostic sects and these days with peope that tell you they have a relationship with Jesus and thus don't need a church.
Instead of a core concept my worldbuilding is grounded on a thematic foundation. Thus it is not about what the world is, but the underlying ideas I want to explore with the world. Thus if I say I want a theme of how warfare creates technology that ruins the human condition, then I can derive all the vampire and mecha stuff from it, and even some very specific weapons. That allows me to work on any level of detail and am not getting forced to a top down approach.
@@enterthearcverse I am not yet published, I am working on my own game system which I would release with my own settings. I have posted some ideas to my main setting on twitter under the hashtag #Veitstanz and I recently started a blog for my own game system where I plan to also talk about settings for it.