Ecoer Logo
VOTING POWER100.00%
DOWNVOTE POWER100.00%
RESOURCE CREDITS100.00%
REPUTATION PROGRESS0.00%
Net Worth
1.048USD
STEEM
0.000STEEM
SBD
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Detailed Balance

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Account Info

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From Date
To Date
2019/09/20 01:19:57
authorsteemitboard
bodyCongratulations @andrewlines! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@andrewlines/birthday3.png</td><td>Happy Birthday! - You are on the Steem blockchain for 3 years!</td></tr></table> <sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@andrewlines) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=andrewlines)_</sub> ###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes!
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2018/09/20 01:34:18
authorsteemitboard
bodyCongratulations @andrewlines! You have received a personal award! [![](https://steemitimages.com/70x70/http://steemitboard.com/@andrewlines/birthday2.png)](http://steemitboard.com/@andrewlines) 2 Years on Steemit <sub>_Click on the badge to view your Board of Honor._</sub> > Support [SteemitBoard's project](https://steemit.com/@steemitboard)! **[Vote for its witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1)** and **get one more award**!
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smitopblockchain operation: transfer from savings
2018/08/02 00:21:33
amount0.001 SBD
fromsmitop
memoHi, it looks like you're not voting for any witnesses. Witnesses help secure the Steem network. You should vote for some, at https://steemit.com/~witnesses, or by pressing 'Vote for witnesses' in the Steemit sidebar (top right corner). I'm a bot.
request id20436
toandrewlines
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2016/09/22 23:10:00
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2016/09/22 22:32:54
authorandrewlines
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2016/09/22 22:32:54
authorandrewlines
bodyI enjoy making all types of games. I have one main game that is almost like dnd but as my main friend says if you know dnd forget the rules and open up your mind. It has about fifteen to twenty players so far. It has five main type of beings or could also be known as the races like in dnd. each being can learn a multitude of skills and abilities. There are also elemental uses of three different genre such as: melding: with melding you can meld elements to items and to yourself depending. bending: the elements around you a to your advantage can be used as defense and attack, like in avatar the air bender but has differences. spiritual: with this one the elements come from within you form energy out of that element into projectiles or equipment like swords, shields, armor, spears, knuckles, etc. there also is a big variety of eyes in my games. I am still trying to launch off the game itself though I only have a few things copyrighted. it is still an Andrew lines original. has it's own language. but still I try to avoid names words and my weapon and ability use. but I still find it quite fun myself. I was a dm for a few years before I got bored of that and then started making my own physical games.
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permlinkmy-imagination-in-board-and-dice-games-just-some-of-andrew-lines-ideas
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2016/09/22 21:56:09
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2016/09/20 13:29:00
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2016/09/20 02:20:09
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2016/09/20 01:47:30
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2016/09/20 01:47:30
authorandrewlines
bodythink of how to make it custom for each player. Have a set story and end game. with each race add a little personal background for each also maybe have a specific item and equipment set per each race and class. Now with classes you can have extra more relatable story per each player. Like maybe noble family, thieves so on and so forth. When I set up a new campaign I make it so there are only a few races available but I let people somewhat go crazy on classes but still have limit. What makes a good game is having set limit but having secret ways to break those limits. abilities/skills: Now with abilities you can do it the old fashioned way and do specific attributes and skills per each level, But I found out other means of you have set multitude of NPC be able to teach a list of things and depending on your stats and how you get along with that person the more skills you can learn. just remember to stick to the. at will, passive, encounter and daily skills. For example: I have a weapons expert that can teach. Dual wielding, two handed, shield bash, counter strike and stun. then I have a rogue that can teach how to use potions, dagger expertise, hide in shadow and backstab, also can teach other dualwielding skills along with shadow skills. so things like that. if you want to mix and match that's always a possibility. enemy: ok now this one can get weird. hum enemies all have basic attack and defense moves. with the basic stat rule for basic enemies you cut the highest players health in half and add 1-4 that's the basic enemy health or also some have set in stone. For mini bosses you add half the amount of highest player max health to itself then times it 2-4. for main bosses and quest specific you double your highest health character add 1 to 4 d20 and then times it by a d6. or simpler way just highest character health then add two zeros. for example player health 28 boss health 2800. equipment and shops: simple DM choice to put specific key item stuff and legendary stuff. now for shops each shop is technically supposed to get better wares the farther you get, but you can actually find a crappy shop anywhere in the story line depending on what the DM says. there is also a rule for chest that it Is a mystery til opened then the dm gets to choose or rule a d20 to see how good or bad it is for you. Shops and items, equipment can be found anywhere even in the middle of a portal, a ditch, a house, a dungeon, etc. story progression and side quests: as everyone knows those dang side quests can be enticing and take up a lot of time. but as a dm never forget to make a side quest do something for the main campaign. Like give a key you need a specific weapon or armor you need, maybe a character that helps out against the last boss or something. Always make it feel like the player is accomplishing something even if just saving a town or getting companions make it feel as if they are getting there to the plot line. The main story should always be easy to access no matter where you are in the world. equipment and potions: of course equipment can be fun to deal with or a pain in the ass. without money it is luck. But there could be legendary set just laying on the road or in a random chest. or cursed sets that either set you back or grow with you. no matter what though there should always be a set for any class anywhere you go. Now on potions. of course have the basics. potions and toxins all that , but to make it more enjoyable also throw in some personal concoctions in there for the players. Like a fire potion or one that summons a ghost, etc. curses and blessings: each deity has a blessing and a curse. some curses are just mean but you can get rid of them like the spider queen curse makes you take poison damage per movement but her blessing can make you immune to poison. Also come up with your own whatever you can think of. also some curses and blessings you can't get rid of but they do level up with you.
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permlinklife-of-a-dm-how-to-make-play-enjoyable
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      "body": "think of how to make it custom for each player. Have a set story and end game. with each race add a little personal background for each also maybe have a specific item and equipment set per each race and class. Now with classes you can have extra more relatable story per each player. Like maybe noble family, thieves so on and so forth. When I set up a new campaign I make it so there are only a few races available but I let people somewhat go crazy on classes but still have limit. What makes a good game is having set limit but having secret ways to break those limits.\n\n    abilities/skills: Now with abilities you can do it the old fashioned way and do specific attributes and skills per each level, But I found out other means of you have set multitude of NPC be able to teach a list of things and depending on your stats and how you get along with that person the more skills you can learn. just remember to stick to the. at will, passive, encounter and daily skills. For example: I have a weapons expert that can teach. Dual wielding, two handed, shield bash, counter strike and stun. then I have a rogue that can teach how to use potions, dagger expertise, hide in shadow and backstab, also can teach other dualwielding skills along with shadow skills. so things like that. if you want to mix and match that's always a possibility.\n\n     enemy: ok now this one can get weird. hum enemies all have basic attack and defense moves. with the basic stat rule for basic enemies you cut the highest players health in half and add 1-4 that's the basic enemy health or also some have set in stone. For mini bosses you add half the amount of highest player max health to itself then times it 2-4. for main bosses and quest specific you double your highest health character add 1 to 4 d20 and then times it by a d6. or simpler way just  highest character health then add two zeros. for example player health 28 boss health 2800.\n   \n    equipment and shops: simple DM choice to put specific key item stuff and legendary stuff. now for shops each shop is technically supposed to get better wares the farther you get, but you can actually find a  crappy shop anywhere in the story line depending on what the DM says. there is also a rule for chest that it Is a mystery til opened then the dm gets to choose or rule a d20 to see how good or bad it is for you. Shops and items, equipment can be found anywhere even in the middle of a portal, a ditch, a house, a dungeon, etc.\n\n    story progression and side quests: as everyone knows those dang side quests can be enticing and take up a lot of time. but as a dm never forget to make a side quest do something for the main campaign. Like give a key you need a specific weapon or armor you need, maybe a character that helps out against the last boss or something.  Always make it feel like the player is accomplishing something even if just saving a town or getting companions make it feel as if they are getting there to the plot line. The main story should always be easy to access no matter where you are in the world.\n\n      equipment and potions: of course equipment can be fun to deal with or a pain in the ass. without money it is luck. But there could be legendary set just laying on the road or in a random chest. or cursed sets that either set you back or grow with you. no matter what though there should always be a set for any class anywhere you go. Now on potions. of course have the basics. potions and toxins all that , but to make it more enjoyable also throw in some personal concoctions in there for the players. Like a fire potion or one that summons a ghost, etc.\n\n    curses and blessings: each deity has a blessing and a curse. some curses are just mean but you can get rid of them like the spider queen curse makes you take poison damage per movement but her blessing can make you immune to poison. Also come up with your own whatever you can think of. also some curses and blessings you can't get rid of but they do level up with you.",
      "json_metadata": "{\"tags\":[\"gaming\",\"dnd\",\"training\",\"dice\",\"rpg\"]}",
      "parent_author": "",
      "parent_permlink": "gaming",
      "permlink": "life-of-a-dm-how-to-make-play-enjoyable",
      "title": "life of a dm. how to make play enjoyable."
    }
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2016/09/20 00:06:48
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[]