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For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at. Imagine there are two players, let's say a warrior and a rogue.
The characters are just walking along a dirt road to a town.Player 1 says to Player 2: As we walk to town, we're suddenly attacked by a goblin.The players roll initiative for their characters and the goblin, then proceed to do combat accordingly. Someone could roll for the goblin.
Maybe the players take turns each battle, or each round playing the monsters, or finding some way to randomize which target the monsters go for.After the battle is won, the players keep walking toward their objective. Player 2 says to Player 1 that they spot an abandoned chest by the side of the road.
The rogue player then proceeds to attempt breaking the lock, etc. I have played with a flash version of the emulator (easily found through Google), and it is surprisingly fun, if not a 100% replacement for a real DM. The key is having an imaginative group that can collaborate to interpret the random events as cool story elements.One of my games had a dramatic moment where our airship flew into a thunderstorm. We interpreted 'something BAD happens to so-and-so regarding a Question of Loyalties'.
Two named NPCs aboard ship. Does he kill so-and-so? 'Exceptionally yes.' Everyone was shocked, but it was an awesome moment to realize a trusted friend had pushed another friend over the railing when everyone else was too busy keeping the ship in the air to intervene.
Luckily one of us made the perception roll to see it, and we apprehended the traitor. I think it could work. Maybe before it starts the players loosely discuss and create a bare-bones narrative of the world and where their characters are.As they move through the world/interact, one might roll for perception or something. All players roll dice, and the one with the highest (or lowest) roll has to describe the event. Same when an NPC occurs - someone rolls to describe him. In the case of conversation with NPCs or combat, maybe players roll on two tables of initiative.So every player has basically two turns: Controlling their character, and controlling a monster.
Or, talking to an NPC/making Charisma checks or responding. The trick is maybe, you can't respond to yourself nor can you command a creature that is attacking yourself?It still seems tricky regardless, because unless you have a solid group who enjoys the story, it's ripe for trolling. And, there may be a predisposition to hyper-powering up one's own character.
This model could also really drag in theory with all the turn-taking. Maybe there would be a tendency for meta-gaming, since in theory everyone knows the stats of the monsters they're controlling, etc.At the end of the day, I think you could easily do it, and it would probably be fun.
But, I don't think it can be as compelling depending on your options for a DM, or a dedicated story-teller/world-builder.That said, the following is probably my favorite option:Adventurer's Guild & Jobs: The players are part of an adventurer's guild. Each player creates a job with their own estimate of difficulty and reasonable award. Maybe the players can converse and create reasonable limits to keep the game from getting stale. The jobs could be anything. 'This guy owes me money,' 'Return this stolen heirloom,' 'Help me court the love of my dreams,' 'Defend this fort,' 'Fight this battle,' 'Protect my caravan.' This gives the flexibility to basically create very loose missions that players take turns crafting. Every session, players create a new job but untouched ones from previous games are left behind.
Whoever creates a card, (if they like) out of game they can elaborate the card that they make with a back-story of characters involved, or adding potential plot hooks, BBEGs, etc. I think that this model in combined with the below scenarios could create a really fun and creative world after a few sessions. It would take some time, but you know. And if you have a dedicated group of players, maybe you come to find that they all have their own strength in world-building. Maybe some really like writing some of the plot hooks. Maybe some are really good at describing potential encounters. Maybe some are really good at detailed descriptions of environments, or characters, or personalities.
Maybe some are really into just the fluff of the world, like deities and stuff like that. Whatever the case, it's recommended players share a love for the story they're creating together, and come to an agreement on their subjective definitions of 'fun.' Pull a world out of a hat: Every player gets to add an element of the story, but the ones chosen are completely unknown until perception rolls are cast. Maybe some of the papers have written on them things like Wisdom DC of 18 to be perceived. Or something like that.
Only one roll can be made to perceive the thing (in the case of a trap) or players have to bite the bullet and see what it is. (This creates issues with hand-writing and a player being like 'Hey, I know what that is!' Not sure how to get around traps. Everything else seems kind of easy, but traps are where things get weird. They might have to be on the fly, like a player exclaiming randomly, 'And a crescent blade sweeps from the ceiling!'
And it's all reactive rolls to avoid.Keep Defense: Kind of like TTRPG tower-defense. Your party is contracted to defend a keep from the threat of something. Thieves, an incoming invasion, whatever.
Pick a horde of monsters and send them at yourself. Players take turns managing the horde.Gladiator Battles: Two fight, one referees.
Or one fights and one controls monster and referees, taking turns. Or, all three agreed upon a challenge and fight it together. Bonus points if you add political elements to the arena that can tie into another campaign.One-shot dungeons: Each player takes turns drawing a certain number of tiles to a dungeon on a grid map. Then, using pieces of paper the same size, different monsters, traps, treasures that players would put into the dungeon are folded as paper and put into a hat. You can use the DMG for tables of loot that would be appropriate for character level. Each player also uses a different colored piece of paper to add a boss monster, which is chosen at random. The boss's placement is potentially the only thing known, but everything else is random.
This room might have a trap when one enters it. Another room might have treasure. Another might have a group of monsters. Another might have a prisoner.
Another might have something really creepy that extends the story.Caravan Protection: A caravan is traveling X number of days. Each player writes a random occurrence that can happen on the ride, and they are folded and thrown into a hat. Draw two or three per day, maybe.Thank you for this thread though. This has inspired a lot of interesting ideas for my own use!. 4e actually had a board game style version that pretty much did just that. I think it was called 'the wrath of ashardalon.' You pulled tiles randomly and set them up as you progressed through the dungeon.
At certain key points, you pulled a monster card and placed it on the board. Eleven it got to your turn, you played your character, and then the monster whose card you controlled. The attacks were very specific. Things like 'kobold moves up to its speed and attacks the nearest character'. It definitely wasn't the same as playing with a dm, but it was better than no DNd at all. Sorry for taking so longOf course!!
There was lots of combat. We all kind of helped with the description of what the bad guys were doing based on the layout described by everyone there. We weren't playing any modules, (there weren't many back in the early 80's) so we threw ideas out, and then fleshed them out in real time while we were playing.During fights, we all chipped in acting as bad guys on it was your turn. Actions during those combats rounds were unlike any combat I've ever encountered. RP'ing was fun because you sometimes had to speak to two or three people busting your chops about something. Splitting the party was never a problem because we all knew what the party was looking for, and understood the 'bad guys' needed to put up roadblocks.but were also fodder at the same time, just like regular baddies.It took a bit of give & take from the entire group, We all understood that cooperation was paramount, and it turned out to be really fun, memorable, and kinda strange and beautiful at the same time. The key were the writers.
No way I could do it with my current group.
Command Line arguments (Parameters)A command line argument (or parameter) is any value passed into a batch script:C: MyScript.cmd January 1234 'Some value'Arguments can also be passed to a subroutine with CALL:CALL:mysub 2468You can get the value of any argument using a% followed by it's numerical position on the command line. The first item passed is always%1 the seconditem is always%2 and so on%. in a batch script refers to all the arguments (e.g.%1%2%3%4%5.%255)only arguments%1 to%9 can be referenced by number. Parameter ExtensionsWhen an argument is used to supply a filename then the followingextended syntax can be applied:we are using the variable%1 (but this works for any parameter)%f1 Expand%1 to a Fully qualified path name - C:utilsMyFile.txt%d1 Expand%1 to a Drive letter only - C:%p1 Expand%1 to a Path only e.g.