Echoes of the Void- SWN Adventure Part 1

Below, I’m sharing the Adventure Synopsis from my next adventure. The first installment of a Space Opera adventure, made for Stars Without Number.*

It needs art, editing, and some layout refinement but it is absolutely ready for playtesting!

Plus, I’m uploading it for free here. I want to get some feedback and see how people feel about my content. So, here’s the Adventure Synopsis and the play testable file!

If you happen to give it a try, send me a note at worldsbywally@gmail.com

Act 0 Investigating Corbinae. The adventure starts with the group approaching Debra Walford, wife of the missing Dr. Ohno. Debra provides leads the party can investigate on Corbin and warns of a series of literal dead-ends. Careful investigators can learn valuable information on Corbin but face the risk of detection by a powerful unknown adversary. The act concludes when the PCs board the shuttle to Galavar VII, paid for by Dr. Walford.

 Act 1 Escaping Galavar. Act I begins with the PCs taking a small inter-system shuttle to Canaan station which orbits Galavar VII. While in transit, the PCs will encounter Ort Manray, a hacker hired by CoreTech. Conversing with him makes it clear he’s taken on a shady opportunity.

Once the shuttle lands on Canaan station, the PCs can either head directly to the shuttle bay in Dr Wallford’s message or spend time investigating the station. Investigation can yield important information about the hangar bay and/or people who have passed through Canaan station. Lingering on the station too long will garner the attention of local authorities.

Shortly after taking off from the space station, the PCs will be accused of stealing the ship and pursued by local authorities. Once pursued in space, they will find the ship’s computer has a single, fresh yet unfamiliar, rutter available. The rutter presents an immediate, but unknown, chance for escape. If the PCs choose not to use the rutter, local authorities will send out a more dangerous second wave of pursuers. Act I concludes when the PCs conduct the Spike drill.

    Act II Discovering Hrefna. Act II begins as the PCs drop out of the Spike drill in an uncharted system called Hrefna. The ship’s map has some data on this location, marking the singular planet in the system as hostile and adding a small friendly blip on the edge of the system. While the PCs could go towards either landmark, you should encourage them to head towards the green blip.

The blip is a LifeTech research station, registered to CoreTech. While abandoned and malfunctioning, it has some automated weapon systems live. If you’re playing this as a one-shot Dr. Ohno has cryogenically frozen himself in the ship’s morgue. If you plan on continuing the adventure, Dr. Ohno would be found in a more secure Lifetech facility and one of his compatriots is cryogenically frozen instead.

Before finding Dr. Ohno, the PCs will face a aggressive malfunctioning droids, a torched psychic Dr. Ohno created to sabotage the research station, and gain information on what happened on the station.

Download the whole PDF here!

*This page uses affiliate links for DriveThruRPG.

Prep for Confidence, not Content.

There is a lot of advice out there on preparation. I feel like it centers on telling people not to overprep. While this is helpful advice it misses the point. If someone is looking for advice on how to DM, being told to make a loose outline and not over focus on prepping isn’t super helpful!

However, the advice isn’t wrong. I just think it’s missing a key caveat, you prep to make yourself confident not to just create content. The content ultimately becomes an outline that is sometimes followed and sometimes not. Once you feel comfortable with the situation, you can run it and react to anything the players throw at you. I’ve ran the same adventures for numerous groups and it’s amazing how different the experiences can be. Seeing how different groups create different stories has become one of my favorite parts of running games.

So, how do you prep for confidence?

For me, it’s lists and questions. Lists provide a loose outline to remind me of the key things I want to include in the story. The questions help because they give me practice thinking about what might happen. There really is no replacement for just trying. Preparation is less about making what you’ll use in the session, than it is about helping you understand the world you’re running, or the rules you want to use.

Of course, you also hope to use the content you prepare! Most of the time when something is skipped, it can be adapted and placed somewhere else though. So very little prep is ever wasted.

It’s also worth remembering that your players will likely give you plenty to react to. Depending on the group, I’ve had entire sessions consumed by the riffing of the players’ reactions.

So, focus on understanding the obstacles you’ve built. Why they are there, and how the NPCs will react.

So, what should I prep?

Ultimately, TTRPGs are a combination of tactical challenges and group story telling. I tend to do detailed prep for the tactical challenges, and loose prep for the storytelling. The main exception being for epic lore reveals.

Tactical challenges (encounters, traps, puzzles) are easy to shift around and “re-skin” as needed. This makes the more detailed and time-consuming prep for them unlikely to be wasted. This includes things like preparing combat (check out The Monsters Know What They’re Doing), or making stats for encounters. I often find that players come up with creative ways to avoid tactical challenges, and I tend to reward that. After all, I can often re-use that prep for a similar encounter later.

The storytelling, overtime, becomes easy to jointly improvise with your players. For this, I occasionally prep a detailed monologue, but even then, I don’t usually read it. Preparing it lets me know what the NPC is thinking and what I need to convey. Most of my story prep, involves making a list of things that are happening. Then adding in a few potential forks to prepare for the unexpected.

Mostly, focus on prepping enough content to get things started. Give the players something to react to, and often that is sufficient. Of course, until you’ve done this you won’t fully realize you’ve prepped enough to be confident.

Ok great, what does this look like?

I wish there was a super simple answer to this. But, I’ll share a checklist you can go through. I have also included a sample bullet-point outline, for my latest session Split Paths. I also recently did this in depth blog post on a one-shot I ran.

If you have answers to the following questions, you’ll probably have a great session.

  • Do I know where the players are starting, and where I hope they’ll go?
  • Have I identified the biggest decisions the players need to make? What are the obvious options?
  • What are the “meaningful” choices I’m providing, that may materially alter the story?
  • Have I asked myself what I’ll do if they go off course, or get stuck? (It’s ok if they do, but be ready for it!)
    • Sometimes I have a few random side-quest style items prepared for that, just in case.
  • Have I looked at the stats and key abilities of the main tactical encounters (e.g., Monsters or Traps)? Do I know how to run their abilities?
  • Have I reviewed any obscure rules that are likely to come up? (e.g., How does jumping work if I’m including a chasm they need to cross.)
  • For NPCs. You can look up articles about writing and ask questions they suggest. Here are a few important ones to consider. Above all, what are their motivations?
    • Why are they included?
    • What are their goals?
    • What are they willing to give to achieve their goals? What are their limits?
    • Are there any important relationships between the NPCs to consider?

Here’s an example bullet point adventure outline. You can see, many of the bullet points are answers to questions. My main goal was to wrap up the Anahera-Tepiti romance arc and kick off the real Journey to Hawaiki. The meaningful choices really determine if Anahera gets kidnapped, and when/where the PCs could intercept her kidnappers.

It has forks, redundancy, and meaningful player choices. But those are topics for another day.

  1. Anahera calls in the PCs and asks for them to help her contact her ancestors. Two options are provided.
    1. A newcomer to the island tells the heroes to steal a Drum from the Ponaturi.
    2. Anahera asks the PCs to sail to the underworld, to show her ancestors how to reach this new island.
  2. Explore the island and decide on the path.
    1. Encounter Tepiti. Tepiti will be trying to regain Anahera’s trust. Secure the island, perhaps want a way to foresee the future.
      1. How could this happen?
        1. Need to find a legend of a god willing to help with this.
        2. Find a way to appease the god. But, this will require striking a dangerous deal. This, would lead Anahera to exile Tepiti if she found out. Make it clear it’s desperation.
          1. Do they help, tell Anahera?
          2. Do they help Tepiti? Will helping Tepiti also help Anahera?
  3. Option 1: Head to the Ponaturi.
    1. Sail there.
    2. Steal a drum.
      1. Emphasize what’s known about Ponaturi. Option to sneak up at night, or hide during the day.
      2. Potentially make the Goblins seem like harmless pranksters?
    3. Return.
    4. Give drum. In the evening, a party will be thrown. Hone-hine’s allies will kidnap the princess as spirits assault the village.
  4. Option 2:
    1. Sail to underworld entrance.
    2. Sneak in.
    3. Maze of survival. (Use table of potential encounters). Skill challenge again.
      • Roll Survive in form of a skill challenge. 4 times. DC 8. Describe what happens pass or fail to give all the rolls a feel of consequence and progress.
      • Find an ancestor.
      • Return.
      • Anahera kidnapping attempt must be far more brazen than with the distraction of the drums.
  5. Option 3:
    • Sail to Isle of prophecy.
    • Peer into the mirror of reflection.
    • Return to island.
    • Deal with Anahera kidnapping as in Option 2.
  6. What if Hone-hine’s plot is discovered before leaving the island?
    1. (5) will occur slightly more quickly.
    2. Shift to (3), but under a pretense that something else is a-miss.
  7. If Anahera is kidnapped.
    1. Track her down across island.
    2. Evidence of Pakongans.
    3. Sail either to Pakonga or Ngaru.
    4. Race at sea, then up the mountain.
  8. If Anahera is not kidnapped
    1. Players are encouraged to ensure Pakongans do not escape
  9. Counsel with surviving leader(s)
    1. What can we do to secure our fragile position here? First Sirens, then the Pakongans attempt revenge?
      1. Kahuna: Perhaps we need to gain the blessing of a god.
      2. Other Kahuna: Or the protection of our ancestors.
      3. Tepiti: Was this perhaps not our final stop? I still feel the call to voyage.
      4. Anahera: I had thought it bad luck perhaps we shared the island.
      5. Tepiti: Marry me, then what is mine becomes yours. We both brought with us dangerous paths, and together we have overcome them. Let us unite our people.

The rest of my prep was putting together stats and encounter tables. But that’s more because this adventure is built to playtest Journey of the Wayfinder.

For some bullet points, I reviewed game rules. For example, for “Race at sea,” I reviewed how chases work.

For the two main NPCs, I can summarize all I needed in two sentences. (1) Anahera is focused on securing the island and becoming a queen. (2) Tepiti is entranced with Anahera, but it’s fading, and he feels the call of the seas again.

Their basic motivations can guide their actions, and in this case also outline the next chapter of the adventure. Tepiti will need heroes to help him on his next journey.

How did this work out?

I don’t think I’ve ever prepped something and remembered everything. This is true even with my outline in front of me, I get engrossed in the story telling. This time was no different.

The players decided to head too the reflecting pool first, then proceed to the underworld. Using the outline, I was able to easily improvise unique prophecies based on what the players sacrificed and shared.

I also changed the ending a little. Because the players had Tepiti with them when they rescued Anahera. The adventure started with the NPCs mistrusting one-another, but ended with an emotional departure scene.

Tepiti’s motivation to continue his journey, outweighed his infatuation. He recruited the PCs to help, seeding the next adventure. I also did a throwback to earlier interactions the PCs witnessed. A bet between Tepiti and Anahera on who would reach the island first, where Tepiti had hoped to win a date. Tepiti suggested the bet wasn’t lost yet, cause this wasn’t the island he sought.

That was a really memorable moment, totally improvised. It happened because I knew the basic motivations for the NPCs.

Running games is great for building confidence generally.

It reminds me of a silly poster I had in my room as a kid, “All you need to learn about life I learned from Star Wars.” But really, I think it would have been better if it said from DMing Dungeons and Dragons.

Image from Ebay.

I was always socially anxious, but overtime running games helped me learn to improvise and trust my gut. This helped with confidence in all aspects of life. I think you’ll find it gets easier overtime, and that you require less and less preparation to feel confident. It’s also super rewarding to see how much many players appreciate the effort.

So, prep loosely or whatever. But really, prep enough to make yourself *feel* ready, whatever that amount is.

Split Paths

Our heroes Kani-the Shapeshifted, Sneej-the Koa Mano, Kali – the Kahuna of Hina, Lolati – the Ariori, and Jura – the Wayfinder listened to a brief discussion between Princess Anahera and Prince Tepiti. Mostly about mundane plans for the island. As most interactions between the two have been recently, it led quickly to bickering. Each of the leaders outlining clearly different priorities. Tepiti pushed for building more ships and repairing the massive Pahus they reached the island on. While Anahera focused on immediate needs for the comfort of the island.

Shortly after the crowd was dismissed, one of Anahera’s basket sharers came to find the heroes. She mentioned that Anahera had requested their presence. The group followed her back to Anahera’s hut.

Inside the hut the group found Anahera, Kahuna Akamai, and Anahera’s basket sharers. Anahera sighed, thanked the group for coming, and then began. “I have a quest for you. I know what I am asking is dangerous, but I have the sense things on the island are not right. You all know what happened recently with the Sirens, and I fear something may happen again. My coronation was interrupted, and it feels like it was a direct message from the gods.”

She paused for a moment and took a deep breath to calm herself again. “I know that incident was caused by an innocent past mistake of Tepiti’s, but I can’t help but feel the timing was a message. The gods had to show me the path to get here, and perhaps our ancestors can’t find their way here. I was hoping to send someone to the underworld, to show them the way back.”

The group was shocked by this request but focused on questions first. They asked if it was possible to return and how to get there. During this discussion, Lari, a newcomer to Anahera’s circle and the island, attempted to interrupt. The whole time Anahera spoke, she had been aggressively agreeable to her opinion.

“Ahem, I may know another way. That wouldn’t require traveling to the underworld.” She paused and was given permission by Anahera to continue. “The Ponaturi, have drums which the spirits can hear. My people had a ritual using a Ponaturi drum. Perhaps, if you could fetch one of their drums we could call your ancestors in a ritual. I could show you how if you could instead get a drum.”

The heroes then asked her if it was safe. She said it was closer, and that if they timed it so they stole from the Ponaturi just before dawn, the Ponaturi would have to return to the sea. However, once they learned the Ponaturi’s instruments were made from the bones of dead people, this path started to seem less appealing.

The heroes continued to debate whether to head to the underworld and asked for advice if they went. Kahuna Akamai warned them to avert their gaze if they see spirits before they reach the underworld.

As they left Anahera’s hut, Jura noticed someone darting away from it into the forest, heading towards Tepiti’s hut. The group followed. Once they arrived at Tepiti’s hit, they found the Prince, Kahuna Kalahari, and Tepiti’s basket sharers all inside. The group shared of Anahera’s quest, and Tepiti and Kalahari responded.

Tepiti shared Anahera’s concern that something was wrong. He too suggested that something else might happen, and mused that this may not the final destination of his journey. Then, he proposed an alternative quest. “I fear we need to see our path forward, perhaps you can visit the isle of the reflecting pool. It is a dangerous place, and seeing the truth requires a great sacrifice.”

At this point, Kahuna Kalahari chimes in. “Ah, Tepiti. So close, but how many times have I taught you the legends. It’s not a sacrifice of life, but one of meaning. A like gift for a like gift. And beware the Mo’O. Stone lizards that grow, until the grow too large and heavy to move, and become rock formations forever resting where they last lay down.”

Discussion continued back and forth on what to do. The group first tried to assess whether they could go to all three places, but ruled that out. Before leaving the hut, they again asked for advice about the underworld. Leaning towards that as their ultimate destination. Kahuna Kalahari told them to follow the light, up, and out of the caves and warned them about pools in the caves.

Then the heroes sought out Pavu, a village elder.  Pavu, was a renowned adventurer in his younger days. As they approached, he offered a cordial greeting in his raspy old voice. The group shared their quest with Pavu. Then he quickly quipped, “Perhaps you seek out Maui himself, or the isle of little giants too!”

Discussing the options with the heroes, he did also offer some practical advice. Recounting Maui’s tale of stealing fire from below, he warned of taking bone tools offered to them. He mentions the Pokongans are known to have many legends of the Ponaturi, and described the Mo’O.

The group then got assistance from villagers to load their vessel with supplies and decided to set sail. Settling on a path that would take them first to the reflecting pool, then the underworld.

Jura’s excellent navigation skills provided a smooth journey to the island. Four days of smooth seas, the smell of salt in the air, and the gentle rocking of waves. Then, a small rocky shape in the distance began to grow larger. As its details sharpened, the island appeared like it may have once been a single Mo’O. While time must have dulled the sharpness of the features, it’s head, body, and legs were all quite distinct.

As the group approached, Jura carefully navigated through a small coral reef and brought the vessel to shore. Once on shore, Kani and a few others attempted to chart a path, to the pool. However, no path was apparent.

Sneej then saw a good vantage point from what looked like the head of the truly massive Mo’O. Sneej carefully crept to the top to get a better view. At the top, he heard the thunderous sound of stone hitting stone nearby. He was able to make out a reasonable path to the pool, but the Mo;O was in the way.

Returning to the group Sneej explained the path to Kani, who then set off leading the party through meandering rocky ravines. After walking for a short while, again the group heard the thundering sound of the Mo’O’s footsteps.

Kani attempted to sneak up and investigate but accidentally kicked some stones as he was about to round the corner. Peering his head around, he saw a massive Mo’O. He darted back towards the group as quickly as possible.

Hearing the thing thundering towards them, the group started to scatter. Kani and Jura attempted to hide, Lolati climbed to the top of a nearby rock, Sneej thundered forward cutting himself to activate his shark form. Kali, summoned forth a deadly illusion, to attempt to draw the beast away. Then, the Mo’O charged.

As the Mo’O charged forth Sneej and it briefly tussled. Sneej attempted to bite it but found his attack ineffective. Lolati threw a massive stone down from above. Instead of hitting the Mo’O, it crashed into Sneej.

 Then, the Mo’O spotted the illusion and charged, trampling Sneej into the stone and leaving him unconscious. Seeing an opportunity, some of the group charged past the Mo’O. Then Kani transformed into a massive bird. Flying low and dropping stones hoping to continue to distract the beast as the party headed towards the reflecting pool. Kali, quickly healed Sneej, and helped him stumble his way through the rocky landscape to the reflecting pool.

Exhausted and out of breath, the group made it to the relative safety of a small almost perfectly reflective pond. The grotto containing it was filled with lush greenery, the only they observed on the whole island. Then, Jura stepped forward and peered in.

At first, he saw only his own reflection. A moment later the slimy head of an eel, about the size of a human popped up. “What is it you seek?”

Jura explained what they sought. The guardian replied, “And what can you offer me?” Jura responded, sharing the secrets he’d learned through wayfinding. As he did, the head dipped below water. What he described appeared on the surface of the pond. The patterns of the stars used to find islands, the shape of the swells as you near land, images of islands visited in the past all reflected in the water as if his thoughts were an image before the pond.

After he finished, the pond’s reflective surface returned for a moment, and the eel’s slippery voice could be heard saying, “Now I shall show potential paths forward.” The reflective pond showed two scenes side by side.

One scene showed Anahera being dragged deep into the forest by her new friend Lari, along with a few men. The other vision showed a relatively safe passage through caves leading to the underworld. Neither vision conveyed any sense of time. The eel simply said, “These are both possible truths.”

Seeing how the pool worked, Sneej walked up to it. The eel emerged, “And what do you have to offer.” Sneej tossed in his Lei’O’Mano and shield. The eel lit up for a moment, “These tastes of who you are, I shall show you who you can become.”

The eel once again dipped below the surface, and the pool began to change. It showed a voyage. Tepiti leading a small group of outrigger canoes to an unknown destination, and Sneej swimming beside them. It showed Sneej as a shark tearing apart a massive Squid attempting to sink one of the vessels, and then the vision slowly faded away.

Fearing the unknown of the timing of the vision of Anahera’s kidnapping, the heroes rushed back to the vessel and headed back to their island. The first few days of their journey passed uneventfully. As the sun rose on the final day the heroes found themselves surrounded by  a thick impenetrable fog. Knowing they were close to home, and trusting his instincts, Jura bravely navigated through the fog bank. Trusting to all his senses except vision.

Once back on the island, the heroes sought out Kahuna Kalahari to attend to Sneej’s lingering wounds, from the Mo’O. Then they headed to Anahera’s hut. They found some of her basket sharers, and Kahuna Akamai, but everyone said she and Lira had been missing all day.

Thinking back on the vision, the group quickly identified the Anahera was taken. Worried she may have already been taken, Kani transformed into a bird and took to the skies. Luckily, Anahera was screaming and relatively easy to find. He returned to the group and told them what he heard.

The party ran back to their vessel on more. Grabbing Tepiti along the way. As fast as they could, they set sail hoping to reach the islands opposite shore faster via sea. With the combination of Jura and Tepeti navigation skills the group circumnavigated the island in near record time.

As they searched the far shoreline, they found evidence of a beached canoe. Anchoring just off shore the group quickly found the canoe, and attempted to prepare an ambush. While Kani attempted to set an Ambush, Jura began to sabotage the boat and set a trap. Hiding holes on the bottom of the hull and rigging a tree to fall when the enemy made it to camp.

Just as the sun began to set, the group of Pakongans appeared with a scrapped and bruised Anahera in tow. As they entered the campsite the ambush was triggered. The tree smashed the first Pakongans head open as it fell. This sent Sneej into a bloodrush, and he immediately charged. Transforming into a half-shark as he ran. Fighting without sword or shield, his first bite landed and killed another Pakongan. All the while, our group of heroes was being inspired by the Loloti’s Ariori battle hymn.

In moments half the Pakongan party was killed. Kani ran up to join the fray. At this point, Lari attempted to cast a spell, but she was dominated by Kali’s willpower suppressing the spell before it could manifest. Then, Kani swung at the Pakongan leader, just nicking him. The small nick was enough for the effects of the poison he had prepared to set in. Moments later, the lead was torn apart by Sneej, and Lari ran off into dusk. The whole time Anahera cheered the heroes on, saying, “I told you you’d pay for this!”

After the dust settled, Tepiti walked up to Anahera. He said, “I think this island is yours. I do not think it’s where I’m meant to be. But, maybe, if I reach my destination then I’ll still win our first bet. If I return from where I’m called, perhaps you’ll give me that date?” Then he turned to the heroes, “Will any of you join me, I don’t know where I’m headed. But I know the ocean calls.”

Scabard Product Review.

Scabard RPG Campaign Manager

Rating:

19, Near Crit!

Pros

  • Simple to use wiki format.
  • Easy to share with players, and keep secrets hidden.
  • Proper Noun Detector automatically links pages. Aiding world development.
  • Rich set of connections to define and track relationships.
  • Affordable plans ranging from free to $19.95/month.
  • Very responsive developer seeks community feedback and quickly addresses issues.

Cons

  • Many key features are pay-walled, and most new features are in the most expensive plan.
  • Proper Noun Detector could use auto-complete (does have an ex-post AKA/alias option for linking).
  • Could use a non-GM comment capability to allow players to comment on pages too. Although, there are some features to allow players to add to the campaign.

I’ve wanted to start product reviews for a while, and I have a few more in mind. I’m going to start with some of my favorite resources for DMing. I’d love to see these products supported so they continue. This page does not contain any affiliate links.

Why Scabard?

Scabard helps me with my biggest problem as a DM, keeping details and campaign notes well organized.

This is especially true for long-running campaigns, and often the problem is exacerbated by intermittent breaks. Over the years I’ve tried numerous strategies for this. I have a closet full of binders with notes from past campaigns, countless OneNote and Word documents, custom software like RealmWorks (now deprecated), and multiple tools to store hand-written notes (RocketBook and a Kindle Scribe).

A small fraction of my notebooks, along with my RocketBook and Kindle Scribe

While I will never move away from using other tools for ideation and informal notes, Scabard is my go to campaign manager. Check out the campaign I’ve been playing for the last year, Bishou. More about it later.

Glancing through pages, you can see I have added many types of resources. Maps, images, notes, and more. I even create blank placeholder pages as well, often minor NPCs like this one. Sometimes, the blank pages contain secrets I haven’t yet shared with my players, other times they are reminders for me to write more later. After each gaming session, I publish a summary that I review those before sessions.

There are two features that make me keep returning to this tool time and time again. First, the simple wiki-style layout that can be shared directly with the players. Second, the Proper Noun Detector with Auto-Linking.

These two features provide the core functionality that I use most frequently. There isn’t a lot to say about the wiki-style layout.

Overall, the platform provides a simple page-layout and categories you can assign each page to. This places the pages within groups and provides some simple linking capabilities across the pages. These links appear on the right-hand side of the page. They can also be hidden by the Campaign Owner if you need to keep them a secret.

You can also click a simple check-box on any page to hide the entire page from the players.

What’s so cool about Noun Detection?

I firmly buy into the type of world building where you spin outwards from a starting point. The proper noun detector is a dangerous rabbit hole for me. It helps you quickly create pages for every proper noun it detects and automatically links to those you already have. It tries to identify similarly named pages and provides an option to use them as an alias. Aliases function as a list of names that will also link to that page.

My one critique is that I wish it was easier to reduce the list of nouns it detects and help with spelling errors. This may be an issue for me because I use google translate to create hard to remember names.

What would make this tool better?

Overtime, I have had to upgrade my subscription just to keep all my older campaigns. I don’t mind because I love supporting the tools development but the next tier is $19.95/month (or 25% off if purchased annually), and that is pricey.

I’d love a way for players to comment on pages. In my current campaign, my players often link or quote things in our discord server. It would be great if they could do this directly on the blog without being added as a GM.

Finally, I’d love an auto-complete option for the proper noun detector. Although, if I had it I would complain it’s always trying to change words like it does on my phone! That complaint is certainly nitpicky.

What haven’t I tried?

I subscribe to their legend tier, because I have years of campaigns saved on the tool and keep adding more. But, this means I haven’t tried many of the enhanced AI features. I’ll eventually write a post on my opinions of AI, so I’ll leave that for another discussion. Still, there are a lot of features in the Mythic tier that seem like they could be super useful. I find the tool more than sufficient at the lower tiers.

Power Players. This might solve my player comment problem. But it gives slightly more control to players than I’m looking for, and I find it difficult to get players to take actions outside of the game.