it’s been almost a full year since my first comic with these two–>(x) it was really cool looking at how much my art style has changed since then. all of these comics right now are experimental but i might make a zine of these two in the future
Rogers Fund, 1965
Metropolitan Museum of Art, New York, NY Medium: Blade: iron; scabbard and hilt: gold over wood, garnets, glass-paste; guard: gilt-bronze
when u wanna dm for ur friends but they all listen to taz & ur nervous
Aw man, I know this is a joke but this makes me sad.
Did you actually listen to TAZ? Like actually? Griffin was a garbage DM at first. The show was good anyway because he and his family are funny. His DMing was the pits. He figured it out as he went. So will you.
DMs are always in short supply. It’s like finding a top at an S&M club. Everybody wants to show up and get into character and have a good time, very few people want to do the work.
Here’s what I think you need to be a good DM:
- Be totally comfortable not being the center of attention. This might sound weird, because the DM literally gets to sit behind a special screen and call all the shots, but if you’re a good DM, you fade into the background. The PCs are the stars of the story. Your NPCs are there to facilitate their story. Your plot exists to enrich their story. They are the party: you are the host. If that sounds rewarding to you, perfect.
- Be flexible. When you’re out with your friend and your friend suddenly changes all of your plans for the day, does that stress you out? Or are you just like, sure, cool, whatever, this new bullshit sounds good too. Because your plans will need to change on the fly all the time, as a DM, and that has to be not just okay, but natural and expected and fun.
- Have a weird knack for keeping track of a lot of things at once. When you play videogames, do you always go for the class that has as many buttons to press as possible? Great, that’s what you need.
- Don’t be too put off by thankless tasks. You’re going to work really hard preparing for every session, and if you do your job well…your players going to be too excited talking about all of the amazing stuff they did to remember that you put in hours and hours of work on the back end to make that happen.
- Be okay with confrontation. Sometimes, your players will challenge you on something unexpectedly. Sometimes, your players will be dicks. Can you see yourself looking your friend in the eye and saying, “Hey, Jeremy. You’re being a dick. Chill”? Then you’re good.
I think that’s it? Does that sound like you? Then you’ll be a great DM. Don’t compare yourself to people like Griffin, a professional entertainer who has the power to edit out awkward silences from his sessions before you hear them, or Matt Mercer, who has been DMing for a bazillion years. They’re great and fun and I’ve learned from watching them, but they have very different styles and so will you.
DMing is honestly one of the most rewarding creative things I’ve ever done. Don’t let yourself miss out on something so good because you think that if you don’t get a laugh a minute, or create a custom soundtrack, that your players will be disappointed. Your players will like your game better, because they’ll get to PLAY in your game.
This is *chef kiss* wonderful advice!
Don’t be afraid to DM kids. Just because there are great DMs out there doesn’t mean you won’t be one too!
Adopted my cat six months ago from a local rescue and I don’t think she had ever seen carpet before. She laid like this for about 30 minutes without moving.
I decided to make a list of DM stuff that I personally use or think are important to know when it comes to being a DM. So here’s my list:
Medieval Fantasy City Generator: This generator is now my LIFE. It generates incredibly complex cities with good customization. (Thanks to plantkat for sharing this site in their post here)
Naming Your Towns/Cities:Now that you’ve made your city, time to name it and give it some character! This post contains lots of great information.
Index Cards Rule:Fuckyeahdnd shared a SUPER convenient way of keeping track of turns and HP in combat. I use this system now for every single session I run.
Troublesome Players? Speak Up:Dicebound brings up an incredibly great point. If someone is being a jerk, speak up and call them out. This is especially important and relevant now to crush awful behavior before it even has a chance to show it’s ugly face.
List of D&D Resources: And finally, pretty much anything you might need for D&D.
(Character stuff, spells, online communities/ways to play, etc..)
A lot of people contributed to this post but thank you Mushroomancy for posting the original list.
Donjon: And finally, this site is a great resource for looking up Spells and Monsters along with tons of other generators. Not every single Spell or Monster is on here, but most are listed.
(I tried to give credit to the original posters or the actual URL for websites, unless those sites or URLs were no longer active)
I know you all talked about it a lot. But I am obsessed with Baltimore reunion scene, and what was going on through Andrew’s mind, and I need to get it out of my system. So it means long post Sorry
• So let’s start with their ride to the game. With that ride where Neil asked Andrew to break his promise, to let him fight for himself • That fucker knew that shit was coming; he knew it was day 0 on that sms countdown. He did not know exactly what it was, but still he knew exactly what he was doing • He expected trouble and he did not want Andrew to be hurt in the middle of it • But Andrew doesn’t like breaking promises. Even if people do not want those promises anymore (*COUGH* Aaron *COUGH*) • But, let’s face it, he doesn’t know how to say “no” to Neil • Then Neil asks him to actually try this time at the game and promises that Andrew can have whatever he wants in return • Now, who can say “no” to THAT? • Andrew would never ask anything Neil is not comfortable giving, but still, imagine the possibilities! • So this is what he’s doing (imagining the possibilities) after they win the game and everybody is ecstatic, and then Neil comes in from the shower, pale as a wall • Andrew is the only one who notices that there is something wrong with him • He looks for answers in his face, and there is some sort of complicated emotion, fear, hesitation • And there is also something about his “Thank you, you were amazing” that makes his heart clench painfully • But the “security guards” are rushing them out, and anyway, they will have time to talk on the bus, or on the roof when they’re back • And then there is a riot • Andrew loses sight of Neil for just a second and then he’s – gone
Anglo-Saxon names tended to be made up of two elements, combined to have a particular meaning. For instance, Æthelstan (considered the first King of England united) is formed from Æthel, meaning “noble” and Stan, meaning “stone.”
Within families the first part of a name might be reused many times. It was a sort of marker that people were related – each would get a unique second half, of course. Sharing a name’s first part appeared especially common in aristocratic families. But it seems to have been widespread among Anglo-Saxons.
In the 1000s, when England was conquered by the Danes and then the Normans, new naming practices were introduced and the two-part naming structure fell out of usage.