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Been a while since we had a sincere thread for this. What are your favorite regions to play in when you play in Rûl?
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>>96430369
>sincere thread
>two-sentence bottom-tier-effort shit with no resources or any info
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>>96430523
I haven't seen a thread about a specific RPG that wasn't a rote copy+paste general in months. I remember eight years ago, most threads were just a sentence or two and we extrapolated entire intricate conversations out of them going on for hundreds of posts. Nowadays it's just generals on loop and bumpfag's spam. /tg/ has fallen so far.

>>96430369
I don't know about Shadow of the Demon Lord's lore, besides osmosis. Which is your least favorite region, and why?
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is weird wizard any better?
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>>96430369
>What are your favorite regions to play in when you play in Rûl
I've run 1.5 campaigns and a smattering of one-shots, but there are a ton of places I'd still like to use.
>first campaign
Largely set in the Northern Reach's plains around Sixton. I started here because it was relatively simple and gave me directions to branch out to easily. The briefs venture into the Barrows was fun and the small townships and larger nearby city made for a decent, if uninspiring backdrop, for the party's larger adventure. I had plans to move the game north toward the Crusader States and the Desolation, but scheduling issues arose and the game petered around at level 6.
>second campaign
A full 0-10 campaign that was split between Tear and the Holy Kingdom post-fall. The witch woods and beastmen invading Tear made for excellent questing material and the holds and larger city of Tear were good hub areas for the players to return to. They chose to flee the mounting orcish invasion, and after a long, grueling journey north around the mountains they ended up in the remains of the Holy Kingdom. I'd like to use the late-stage HK at some point because I do think I missed an opportunity by only presenting the area after it had fallen into ruin, but they had enough going on as it was.
>one shots
I've done a few loosely connected one-shots that covered the eastern coast of the Northern Reach and one of the Nine Cities. The Nine Cities are something I'd like to use more in general because that one ended up being a lot of fun.
I think my next campaign will follow the Black Sun material and focus on the area of the southernmost Nine Cities and Balgrendia. I'm very thankful for how clean and well divided most of the setting supplements are.
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>>96432806
Was your campaign a sandbox or more linear? I noticed SDL seems to be designed more about having a plot composed of several adventures rather than a big open world
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>>96432764
Demon Lord and Weird Wizard are separate games with different goals for their level of fantasy and player power. Demon Lord is a bit grittier horror fantasy set in a world full of awful people and monsters, but with a few points of light that are slowly being snuffed out. Weird Wizard is more heroic fantasy where the main thrust is that an insane wizard created a strange and wondrous region and you play as heroes delving into it. I personally like the setting of Demon Lord, but minor tweaks can pretty easily make the core rules for both games setting agnostic.
Gameplay-wise, Demon Lord is generally more lethal with stricter resource management while Weird Wizard is closer to D&D in terms of player power and life expectancy. Weird Wizard came out after Demon Lord and it added new options, cleaned up some odd rules, and reworked level and magic progression. They play out pretty differently in practice even if the bones are similar.
At their core, both games' player progression is about mixing and matching "Paths," which are like chunks of a class. You get three of them over time at Novice, Expert, and Master level tiers and they add new capabilities and focus to your character. There's a lot of customization even within the core book alone.
Aside from generally great player balance, a lot of Demon Lord and Weird Wizard's systems are just really elegant and robust at a basic level. Being set from levels 0 to 10, every level feels significant but you aren't bereft of options at lower levels. It's ultimately still a d20 game, but the Boons/Banes system is clean and I prefer it over Advantage/Disadvantage or stacking flat bonuses and maluses.
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>>96432764
Different games using a similar skeletal system, but overall different in tone. They're both technically in the same multiverse I think, same Demon Lord threatens both realities, but Weird Wizard's setting is not on the brink of total apocalypse like Shadow of the Demon Lord's. The notRoman Empire foreign invaders turned empire founders in Shadow's setting are from another world and are heavily implied to come from Weird Wizard's setting.
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>>96432747
That's going to depend on what you think needed improvement.
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>>96432892
I tend to focus on regional conflicts with a handful of hooks and let the players tackle them how they wish. Individual adventures usually seed the plots and themes of future ones. I like to keep an internal world progression and timeline in mind for how things will develop without their intervention. An active region with a lot going on hit a decent middleground between linear focus and sandbox freedom. The gang picked up on world events that they could proactively participate in and the games usually picked up in pace from there as focus narrowed.
>1st game
The first one was less focused as we were all sort of getting a feel for the system and setting. The general theme was built around undead and the players finding a place in an ever-worsening world. They eventually found themselves in temporary service to a wealthy land owner whose manor came under siege, and that was where the game died. The adventures flowed together well enough, but there wasn't a great overarching through line to it all. The eventual push toward the Crusader States and joining an expedition north was going to be the big climax of the campaign and it does sadden me that it fell apart right before we got to it.
>2nd game
The second game followed a tighter plot, but I gave the players higher freedom in how they approached it. They escaped an orc slave caravan at level 0 and made friends in Tear, but knew from the start that it was a land in peril and that they had to choose whether they would fight for their new home or flee. The first few adventures were spent dealing with internal threats to Holdfast and gaining the favor of a seer/minor noble who wrapped them up in her plot to beat back the orc king's forces while using the chaos to gain greater influence within the region. They eventually went on a quest for a powerful lost artifact toward that end, but when push came to shove, they chose to flee the country rather than act as pawns rushing to their deaths.
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>>96433069
>how well do they feel for one shots
I've run a half dozen one-shots at various levels in the system and I think you can do it no problem. I'm a big proponent of the whole 0-10 as character and mechanical development flow really well in both games, but just picking a level to test out the mechanics isn't wrong. There are quite a few premade adventures you could try out that are geared toward the starting, Novice, Expert, and Master level ranges. You can dip your feet into the game at varying levels of complexity by picking up one at the appropriate tier.
Character creation is fast and easy, but there are supplementary books for each race that flesh it out further with a ton of roll tables you can use if you want more in-depth character creation.
Demon Lord is my preferred game over Weird Wizard, but I don't think you can go wrong with either. Put in the context of the Demon Lord, the level ranges are
>Starting
Level 0. You're basically an Average Joe with some minor inclination based on race and your background. 0 is pretty lethal, but you can get a feel for the basic mechanics of the system well.
>Novice
Levels 1 and 2. You get a core Novice Path that is based on a broad archetype like Warrior, Rogue, Priest, or Magician that will develop over the course of the game.
>Expert
Levels 3-6. Your Expert Path gives you a more focused set of capabilities like Berserker or Sorcerer. Notably, your racial and Novice abilities still progress during these levels as well.
>Master
Levels 7-10. Your Master Path is sort of like a capstone that puts the finishing touches on what your character's focus is such as Gunslinger or Geomancer. All of your Paths get their final talents within this level range.
As you go up in starting level, your upfront complexity and choices naturally increase. If you were to run a one-shot to get a feel for the system. I'd either start at 0 for the basic mechanics or Novice to try out basic Path interactions.
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>>96430523
It's a single thread about it not a general
>>96430369
I've run the starting module with it about the guy in town summoning zombies by accident (forget the name of it) which I wasn't really a big fan of, it seemed rather boring even for a starting module and the "mystery" was so simple my players figured out what was happening in like 30 minutes. I guess it's supposed to be just a quick little thing so you have a chance to try all the rules but man does it feel low effort.

Are there any modules for early level characters that are actually worth playing? I like how player advancement works so it'd be cool if it was a bit longer so they can see how the career system works.
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File: display_SotDL.jpg (1.1 MB, 1280x922)
1.1 MB
1.1 MB JPG
Oh shit, might as well post this in this thread. I'm gonna run a SoDL campaign soon and I'm looking for 1-2 players since 2 players had to drop out of a previous game due to work concerns. Here's the link if you're interested: https://discord.gg/j2dKwkex
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What happened to the anon updating the trove? I don't think any of the newer books are on it.
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>>96438369
If you've got stuff that's clean put it up on newvola and I'll put it on the trove
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>>96432747
I think it's a little bit worse.

Not like a lot worse, but slightly worse
>>
How has the bigger releases for SotDL been so far? The return of the witch king, and the "mega dungeon" especially.



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