Keith, Wayne, Kristian, and Scott discuss the Daelkyr and cults of the Dragon Below.
Time Markers
- 00:00:00 – Introduction
- 00:00:40 – Reading:
- 00:01:37 – Comparing to Lovecraft and Far Realm
- 00:03:33 – Xoriat
- 00:10:51 – Random Detail: Mind Flayers
- 00:12:28 – Daelkyr
- 00:17:36 – Good Starting Villains
- 00:18:30 – Each Daelkyr Lord is Unique
- 00:20:19 – Cults of the Dragon Below are Unique
- 00:23:40 – Why Do People Join a Cult of the Dragon Below?
- 00:25:25 – For GMs
- 00:25:37 – Incomprehensible Plans as an Advantage for GMs
- 00:29:57 – Daelkyr as Hackers
- 00:31:07 – Masterminds That Tinker
- 00:32:25 – Strange Effects on Player Characters as Story Elements
- 00:34:20 – Granting PCs Abilities or Powers with Consequences
- 00:39:03 – Example Adventure Plot
- 00:40:19 – Gate Seals in Various Forms for Plot
- 00:41:33 – Create New Monsters
- 00:45:18 – Cults Don’t Have to Be Evil
- 00:46:49 – Different Domains for Each Cult
- 00:47:36 – Madness Mechanics in 5e and Other Systems
- 00:49:02 – Symbionts as Treasure
- 00:51:24 – Organic Docents That Attach to Living Beings
- 00:52:11 – For Players
- 00:52:23 – Presume You Don’t Know; Give GMs Breathing Room
- 00:53:02 – Think about Your Character’s Experience
- 00:55:50 – Be Comfortable with Running Away
- 01:00:45 – Take New Flaws or Hindrances
- 01:01:55 – Mutation Deck for Savage Worlds
- 01:02:39 – Develop the World Around Your PC; Friends, Family, Community
- 01:03:48 – Wrap Up
Podcast: Play in new window | Download (Duration: 1:05:10 — 53.6MB)
One Reply to “Daelkyr and Cults of the Dragon Below”