As for a first original work, amazing job! Well crafted details! Interesting design.
I think it’s no secret that you and I have traded DMing tips/tricks/thoughts/gripes/debates as we have gone along. Ranging from Drew’s distaste for markup to grapple/nick 2024 mechanics and everything in-between.
What kind of feedback does Chris want? Well knowing Chris, he wants a good deal. Having stream-of-consciousness manifested this write up I think it bends somewhat from a direct review to include many of my thoughts as a novice GM with about 10 sessions under my belt but here it is without significant editing.
The pre-rolled initiative:
Liked it, 0 notes. Um actually notes, stream of consciousness in 3 paragraphs below.
All baddies going on “DM’s turn”:
Thoughts: Given what I saw in the skelly classroom I have concerns that it unbalances and might end up with more disjointed uneven combat which might get tedious for players. We didnt encounter it last night but how would you handle and encounter say with a Bandit Brute, 3 regular bandit red shirts, and a pair of lower bandit casters (a tough fight at lvl 3-4 but doable if party is balanced and it’s not the 3rd fight in a day)?
Hot Take from me is that I don’t want all of them going on one turn aka the GM’s turn in initiative. Firstly for the selfish reason that I, as GM, dont want to have to take 6 individual turns back-to-back potentially. Definitely not if I have 3-4 different types of enemies. No time to plan and strategize what is going on, less time to think of novel approaches or spell/ability uses. It would probably lead to me playing my monsters worse which is not the goal at all. Secondly, I am not sure I want the players sitting there un-engaged short of telling me their AC for 10-15 minutes while my baddies pummel them to death. In the hypothetical encounter I created, at a minimum I would break the GM’s turn into a section for each type of baddie, so the brute has his initiative, red-shirts get a different one, casters on a third different initiative. This breaks the GM’s turn up so that ideally while players are doing their turns, I can reference what spells the caster’s have, read up on those mechanics. If the enemies get clustered in the initiative then the dice did it- not me. Also we didn’t see it but how would you determine the order of your enemies if you had 3 types? Does it go Brute, then caster, then bandits? I assume you wouldn’t want to be changing it once you set it? As the DM I have to track that - well now I am right back to where I was with an encounter tracker - which means I don’t know that the dynamics got me anywhere.
Following that thought, Prerolling the initiative doesn’t work if I want my enemies on different initiatives as GM. Do I need 2 slots for enemies? Do I need 4? Thinking back to the naga encounter I ran in Luna Park - I had 5 different kinds of monsters in one fight, then only one monster in the next fight. I guess that could get dealt with mechanically ie - always roll myself 5 slots but that feels overly clunky. What if the GM just had “turns” preset initiative? So maybe 20,15,10,5,0 - roll one D6 for each group of mobs to see which slot they get?
Anyway skelly room probably kills 1 if not 2 characters if they had been first in initiative. If two characters went down that probably would have been TPK depending on how the initiative worked out.
Regardless of me trying to reinvent a wheel, I think all monsters on GM’s turn would lead to way more player deaths as my hot-take. Is it more realistic? Actually yes i think so. Does it make for improved play? Eh, i tentatively think not but that’s subjective. I think encounters would have to get balanced (if we believe that’s possible) differently with all enemies on one initiative. If no one has noticed, I am retooling nearly every HW encounter, if I had all my enemies on one turn I would certainly do it differently. Differently as I think it would balance different, and differently in that I would likely not set myself up with 5 different types of monsters, who of which are casters with different spells (Naga fight in LP).
TLDR; As a player, dont think I mind “GM’s turn” but could get wonky. As a GM, I dont think i would do it.
Drew’s thoughts re: mapping/exploration/dungeons:
We’ve all sat at the table and been through “you are in a room, its features are blah, there is an exit to the blah and blah, GM describes exits”. This is purely my hot take, but I think theatre of the mind dungeon delving sans reference has challenges while playing in a busy environ. I think it only works if you have a Steersbird taking the map down as they go and that only works if you have a player willing/capable to do so. I think it bogs down play as the map maker is asking questions, clarifying what the GM said in a noisy bustling environment. Maybe that works differently if playing in a quiet office/living room? Also cartography lend’s itself to the character of Sara’s Steersbird. If she were out with a migraine am I making the map as we go? Then I am thinking well, dungeon delving is a skill Salvo has but map-making isnt really in his character - is Drew keeping the map or is Salvo keeping the map - those are two separate things, if Drew is mapping, is he playing Salvo? Drew has sets of skills that he brings but those should not be Salvo’s and to that end I, as a player, am attempting to be more conscious of that distinction.
Anyway, suffice to say with my purchase this week of new maps, I have been considering the mapping vs my artistic abilities(lack thereof) vs my time. Even considering that I have an old 30in tv downstairs that could be the map potentially and how could I as a GM make that work. How would I handle the fog? OMG the dungeons we could delve if not limited by my left hand, a dry erase marker, and what I can get done in a week. Instead take advantage of the nearly limitless maps available online, throw them on the TV laid out in front of your players . Does it save me time? Does it improve play or is it one more thing for the GM to juggle?
Back on track, as a GM I made some decisions that if playing in bustle and in “exploration mode” that we would always have some sort of reference. Because if I don’t, Sara (or someone else, but really mostly Sara
) will have it mapped better than I do, catch me in an error which then I have to rectify, which takes more time, more processing on my part, processing that takes away from me trying to create fun and interesting scenarios. Taking that time removes time for advancing plot, creating unique RP experiences, leaving space for Doug-OG to drop a one-liner like an assassin, or trying to kill my players which ultimately I think is more fun than “which way did the tunnel bend?” I have been thinking about how do I streamline the game to create the fun situations, how do i offload processing from Drew’s brain onto tools (my notion is becoming an amazing tool) such that my brain then has the cycles to devote to the fun situations, quirky moments, working in some backstory, setting up plot points that I intent to pay off 3 sessions later. How can I use the tools to capture info and those nuggets so that I can pay them off? Something that sticks in my brain likely paraphrased from a Jeff Cannata interview, what i grasped was that he took a shotgun approach to set-ups. If you set up a hundred things potentially, you only have to pay off a dozen to look like a master story-teller.
I do have a few interesting thoughts that i have been considering as a GM next time around:
Death saves are rolled but not shared with the team. Mechanically, how much sense does it make if everyone saw their teammate go down but then doesn’t do anything immediately because they have saves? I think preserving that drama between player and GM only might make things more interesting.
More might percolate through the day…