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Gold ENNIE award-winning writer for Uncaged: Goddesses. Lover of RPGs, One Piece, & history. He/him.
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# dnd5e

From there, each player chooses a playbook that defines the narrative role that their character will fill (rather than the training they use in a fight).

There are 6 presented in this quickstart:
🤝THE BOLD
🛡️THE GUARDIAN
✊THE HAMMER
💘THE ICON
🥲 THE IDEALIST
👥THE SUCCESSOR

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I honestly think a lot of this can & should be applied to GMing for ANY game, not just Avatar Legends.

A lot of valuable lessons here about keeping a story interesting, engaging your players + letting their PCs shine, as well as just making sure the game is FUN for everyone!

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Pointers for GMs:
- keep the world fun & full of mystery so players will want to explore & get into trouble
- target what the PCs care about; pull their strings via relationships & principles
- PC unwilling to take action? Bring it to them!
- allow the PCs plenty of time to talk

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As the GM of an Avatar Legends game, there are guidelines. These include:
- "describe a wondrous world with a deep history"
- "use imbalance instead of evil"
- "make conflicts moral choices"
- "seek consequences besides death"
- be the PCs' biggest fan
- treat each PC equally

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To start a game of Avatar Legends, your group has to decide on what story to tell. What is the scope? What common goal unites us, even if we disagree about how to achieve it? What is the inciting incident?

These can shift, but that often means you're entering a new "book".

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In Avatar Legends, you play as one of these heroes, fighting to protect what is right in a complicated world, no matter how difficult that path may be. While you may face external threats, this journey will also be deeply personal, as you seek balance within yourself.

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GEOMANCERs are physicians of Arden Eld itself, viewing the Churn as a great sickness of the earth. They can cause aftershocks from AoEs, alter terrain, dive into the earth, etc.

Love the concept; alter the arena & use that to empower your other abilities is grade A idea--fun.

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FOOLs are masked defenders of freedom, battling oppressors. They focus on maneuverability--rolling around the battlefield, hopping on the shoulders of allies, disappear & leave a decoy. Blinding & slowing foes is key.

Speaks to me as Green Jester main in Gauntlet: Dark Legacy.

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FOES are who PCs might need to overcome during expeditions. It's important to differentiate the two types of foes you might face: MONSTERS & PEOPLE.

"Monsters are never people & people are never monsters." If a monster can reason, bargain, & be a character, treat it as a person.

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The Enochian exudes VOLCANO energy, for sure. Can just picture planting themselves on their Elden Rune & unleashing hell.

The Spellblade seems fun. Some abilities remind me of the Mystic's Mastery of Weather (like turning into a line of lightning) & I get big Fiora vibes.

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