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Post by wrongdragon on Jun 2, 2017 21:16:49 GMT
Hey I got the crazy part to DM down I find it enjoyable adding to worlds creating new experiences to make it fun exciting all while giving a creeper feel in some areas. Is it monsters or is it imagination. I would like to become a DM here enhance my own abilities and refine them. I would like to do a mix of some horror style games and some lighter ones also, something fun and not all gloom.
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Post by bremner on Jun 4, 2017 6:19:01 GMT
DM Test Results: ( not in yet )
In combat situations: Well done, overall. Intelligent enemies were played as such, and unintelligent enemies likewise. Might have benefited from some macros, but wasn't slowed by their lack.
In social situations: Managed the players roleplaying with each other well
In GM/Player interactions: Kept the game running smoothly and made sure no one hogged all the airtime. Very friendly and personable.
Notes: Would recommend playing with Roll20 a bit more to get more familiar with the system for future games.
Overall: Pass
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Post by sharpevil on Jun 4, 2017 7:28:34 GMT
Table stats: bladeandbow.boards.net/thread/3617/dead-restEverything went well enough. The game got a bit slow at times, and it was a bit chaotic, but that can be attributed largely to the number of new players. The encounters were balanced enough, especially considering the disparity of the party. Definitely a pass.
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Post by Kristal Moonhand on Jun 5, 2017 22:50:18 GMT
DM Test Results: bladeandbow.boards.net/thread/3620/secret-skyI'm going to break from my normal format here to say that I missed the first third of Wrongdragon's game, so I may not have certain information that was presented before I got there. That said, what I did see did not impress me as a DM test. Wrongdragon has technical knowledge and is a good DM, but I didn't get any sense of spirit from this game. There's a reason why we say don't do arenas for your DM test and this is exactly why. It was just "evil dogs show up, punch them". It felt like every other arena I've been in on the server, although saying that is doing a disservice to some of the more interesting arenas. Again, maybe there was more to it than that before I got there, but I only know what I saw. If Alor, the other DM who was in the game, says that what I missed was impressive enough to give it a pass, I may change my grade. But as of right now, this is a fail.
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Post by Rayek on Jun 5, 2017 23:30:25 GMT
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Post by junkobastielle on Jun 6, 2017 4:43:39 GMT
DM Test Results: ( not in yet )
In combat situations: Combat went relatively well in terms of flow. Unfortunately the encounters were very underwhelming in terms of difficulty. This is due in part to Shyro and Jaeger. The final manticore fight was padded by the "bonus round" of manticores. I feel as though Wrong had some trouble paying attention to combat scenarios, and what players intended to do. He did have a good knowledge of combat, though.
In social situations: There was little to no roleplaying in the game. I feel this campaign was more along the lines of "Throw creatures at the party" sort of game. I would definitely put work into constructing more scenarios that are driven by in character interaction and roleplaying rather than just pure combat.
In GM/Player interactions: The GM was very fair and handled GM/Player interactions without any problem.
The game lacked depth and an overall story aside from "You were hired to kill monsters". This is something you should really work on in the future. I would also recommend building your games so combat heavy. The trog cave was also... Weird and unnecessary.
Overall: Pass.
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Post by redmoney on Jun 6, 2017 4:46:43 GMT
Have good roleplay and a reason for your adventure. --Fail. Go kill monsters at location X with no character introductions is for quick pick-up games not a GM test where the goal is to impress us.
Have each of your two sessions related in content. --Fail. There was no lead in whatsoever.
Have relevant skill checks or research or intrigue to give your players an edge or continue the adventure. --Fail. Handed some information up front with no effort required from the party.
Familiarize yourself with Roll20. --Pass. Had Macros for monsters and no trouble with technical stuff.
Properly balance your encounters. Generate your encounters a 15-20% chance of a character death, with a 5% chance of permanent death per session. However, don’t change things mid encounter to kill a character. --Fail, Our APL was very high. When the party is 6 characters you need higher APL encounters. Adding more of the same type of monster last minute is usually not a solution.
Use nice maps. Many are available through the contributions of current dms. --Pass, solid maps
Use intelligent encounter design and terrain. (No single bosses, few 5ft corridors, etc). --Fail. Harpies did not even use their special power to captivate people. Manticores would fight in the open rather than a cave to take advantage of their fly speed and fly by attack. The harpies and the manticores should have been working together to kill us on the cliffside with their combined powers.
Use monsters and plots that work together. Demons and Angels in the same dungeon does not normally make sense. --Pass ish, not sure why harpies, troglodytes and manticores all live together but don't work together to defend their homes.
Encourage creativity in solving combat, be it through normal means or diplomacy/skill checks or an even more exotic method. --Pass, was able to convince enemies to surrender.
Use traps creatively and with a purpose. Trapception, mid encounter traps, etc can greatly improve your games. --Pass, got players to run up on some rust monsters.
Avoid stonewalling a PC in entirety. In addition, attempt to give each character some time in the spotlight. --Pass, no one got left out
--Overall, Dragon, you could use some more flair, but overall you should be passed. It takes some time to get used to how stupidly powerful people's character suddenly become after level 4 around here. Don't be afraid to use multiple types of enemies in an encounter and give some levels in sorcerer or something to throw people off their game and make them think on their feet. Also make sure to note powers like what the harpy can do and devise horrifying ways to use said powers. Also, at the beginning of a session, forcing people to go around and talk about their characters helps the group get into the feel of things and takes some of the work to set the stage off your shoulders.
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Post by redmoney on Jun 7, 2017 1:39:16 GMT
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Post by redmoney on Jun 7, 2017 3:31:04 GMT
Wrong Dragon's Tier 2 try number one is a fail in my opinion.
--Minimal Intro, Minimal story, No player intro, no names on tokens, GM didn't really know who was who
--Forgot spell resistance on his outsiders, failed to use their spell like abilities to weaken the party before entering melee, used a single group of 1 type of monster, barbed devils would have done damage with the barbs every single time they got hit in melee and extra when grappling.
--Did not fully understand the different powers and spells used by PCs.
Pros -- Plotline development that happened after the initial combat was interesting. The portal being trapped was a good touch. I hope to see this story line continue.
Synopsis - The party was hired to go find a missing apprentice in some nameless town by some orc NPC. They ran into some barbed devils and were able to defeat them. The party discovered that there was a portal, and on trying to figure it out, a big ass death knight anti-paladin. He told the party to go recruit fighters for his hellish arena.
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Post by redmoney on Jun 7, 2017 4:04:39 GMT
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Post by ECloc on Jun 12, 2017 9:57:22 GMT
Tier 2 Test 2.Pros - Wrongdragon used some very (mechanically) interesting non-bestiary monsters and was very good at conveying the intelligence of his monsters, as such rather than fighting the group of people that just went around and slaughtered all of their friends, he RP'd his monsters to bargain a deal. Cons - Awful map choice, 5ft. corridors with 7 people slowed the game significantly as players were trying to figure out where and how to move. It's already incredibly hard to play with 7 PCs, especially at high levels and considering that Wrongdragon has set the limit at 5 players initially, he knew it was a bad idea, but still followed through with it, which to me shows a lack of resolve. In addition, he did not use any environmental obstructions or similar, even though there was a very big chance to, considering that at some portions the floor was laced with ice, however rather than working in an acrobatics check or even something as simple as difficult terrain, he decided to ignore it for the most part. While some of his monsters played very smartly, others did not, such as the Rakshasa casting spells non-defensively after having been hit with a fairly neat critical from our barbarian. All in all, Wrongdragon has a lot of potential, however I can't give a pass on what can be, but what is and currently while there are some major pro points, the cons outweigh them ever so slightly that I have to consider this test a fail.P.S. to further add insult to injury, another con point I forgot to mention was the encounter design, having less than 3 creatures in an encounter is usually a bad idea, especially with more than 4 players, considering that they're just going to get gange up upon. Consider adding more, weaker creatures, because that changes the action economy and health distribution, greatly aiding in making the encounters more challenging.
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Post by AlejoTheBear🐻 on Jun 17, 2017 14:23:07 GMT
Tier 2 Test 2.
Overall I have to give it a fail as well. the NPC enemies wised up after a while, but things took entirely to long with a lot of very small corridors that the NPCs who lived there would have had a very hard time actually living in, as well as a lack of control of the actual players as well. if you plan a game for 5 people, keep it to 5 people.
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