I have no prior experience with DMing and really found strixhaven conceptually fun. However i read the first two adventures through and then skimmed through the rest of chapter 3 and i have questions.
The students must choose three courses to go with the required one, but unlike magical physiologies, the courses have no content. Each job and extra curricular also seems to only have a short write up, however the documented adventures are weeks apart. Either i'm missing vast content somehow or i need to come up with content for as many as 3 courses per player, meetings for at least one extracurricular per player and same for one work-study per player.
also the random encounter table has four encounters. I suppose i could go back to the DMG for other potential encounters but the content? the meetings? i'm not sure where to go for ideas.
I feel like this is going to require a hell of a lot of writing on my part to create content for courses and encounters for single players during their work-study/extra-curriculars and things for the party to do in between the documented adventurers and i haven't the first idea what Inkomancy and computational magic even are.
"You chose Magical Math one of your courses. You attend the Magical Math class, where you do well."
Sometimes you don't need to narrate beyond that. Of course, you CAN, and if your post is less about what you can handwave away and more focused on the fact that you want to include all of the courses and work studies, then that's a different beast all together.
I think one of the campaigns from The Adventure Zone podcast tackles this in a pretty fun way - the arc is called Graduation and it's based heavily on Strixhaven.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
i'll look for that graduation arc for sure, but my basic idea here is to do the following:
courses: provide a course catalog entry on who teaches the course and what a course covers and if selected by a player, a basic syllabus (like...really basic). I found some items with a well written google search, but wondered if these topics might appear in other sourcebooks with potentially different names?
extra-curriculars: enough to make it seem real and provide roleplaying opportunity with member NPCs and i really haven't done anything like some of these clubs so i was lookign for ideas of what might go down at a meeting.
jobs: this is fairly easy to my mind, but a few one person short encounters or something. I Feel like from the name of the manager and any other students in the work study i can create interactions but i am a bit worried that they'd be boring
One fun thing I did was for Magical Physiologies, I'd stimulate the class by picking a monster or of the Monster Manual (I started with a Nothic, as a potent reminder to the first year mages of what can happen if you're magic runs away with you), wrote out a short lecture on the monster using the details in the stat block, and then quizzed the players on it later. Depending on how their characters did on the quiz, I would even consider allowing them to look freely at the stat block should they ever encounter one, since it was literally homework for them.
thanks. that's great for magical physiologies, arcano botany, magical auras and archaeomancy i can pull from books and stories. I can also just make up stuff for history of magic and art.
For the others i have smaller questions:
1. is inkcaster/inkomancy/inklings something introduced by strixhaven or is there more out there to find on this topic? because to my mind wouldn't a course like "the power of oratory" or Politics and Prose" serve as a better intro to Silverquil college?
2. For computational magic I hope to dissuade the players with words like "algebra, trigonometry, calculus and fractals" so i'll leave that for later, if somebody signs up for it (I can hope my players won't do me like that)
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I have no prior experience with DMing and really found strixhaven conceptually fun. However i read the first two adventures through and then skimmed through the rest of chapter 3 and i have questions.
The students must choose three courses to go with the required one, but unlike magical physiologies, the courses have no content. Each job and extra curricular also seems to only have a short write up, however the documented adventures are weeks apart. Either i'm missing vast content somehow or i need to come up with content for as many as 3 courses per player, meetings for at least one extracurricular per player and same for one work-study per player.
also the random encounter table has four encounters. I suppose i could go back to the DMG for other potential encounters but the content? the meetings? i'm not sure where to go for ideas.
I feel like this is going to require a hell of a lot of writing on my part to create content for courses and encounters for single players during their work-study/extra-curriculars and things for the party to do in between the documented adventurers and i haven't the first idea what Inkomancy and computational magic even are.
Suggestions?
"You chose Magical Math one of your courses. You attend the Magical Math class, where you do well."
Sometimes you don't need to narrate beyond that. Of course, you CAN, and if your post is less about what you can handwave away and more focused on the fact that you want to include all of the courses and work studies, then that's a different beast all together.
I think one of the campaigns from The Adventure Zone podcast tackles this in a pretty fun way - the arc is called Graduation and it's based heavily on Strixhaven.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
good point. I was looking for ideas:
i'll look for that graduation arc for sure, but my basic idea here is to do the following:
courses: provide a course catalog entry on who teaches the course and what a course covers and if selected by a player, a basic syllabus (like...really basic). I found some items with a well written google search, but wondered if these topics might appear in other sourcebooks with potentially different names?
extra-curriculars: enough to make it seem real and provide roleplaying opportunity with member NPCs and i really haven't done anything like some of these clubs so i was lookign for ideas of what might go down at a meeting.
jobs: this is fairly easy to my mind, but a few one person short encounters or something. I Feel like from the name of the manager and any other students in the work study i can create interactions but i am a bit worried that they'd be boring
One fun thing I did was for Magical Physiologies, I'd stimulate the class by picking a monster or of the Monster Manual (I started with a Nothic, as a potent reminder to the first year mages of what can happen if you're magic runs away with you), wrote out a short lecture on the monster using the details in the stat block, and then quizzed the players on it later. Depending on how their characters did on the quiz, I would even consider allowing them to look freely at the stat block should they ever encounter one, since it was literally homework for them.
thanks. that's great for magical physiologies, arcano botany, magical auras and archaeomancy i can pull from books and stories. I can also just make up stuff for history of magic and art.
For the others i have smaller questions:
1. is inkcaster/inkomancy/inklings something introduced by strixhaven or is there more out there to find on this topic? because to my mind wouldn't a course like "the power of oratory" or Politics and Prose" serve as a better intro to Silverquil college?
2. For computational magic I hope to dissuade the players with words like "algebra, trigonometry, calculus and fractals" so i'll leave that for later, if somebody signs up for it (I can hope my players won't do me like that)