Maybe it’s about a system, a specific mechanic, lore, builds, types of players, ttrpg-adjacent products - whatever they are, share them.
Maybe it’s about a system, a specific mechanic, lore, builds, types of players, ttrpg-adjacent products - whatever they are, share them.
My hand-crafted campaigns started having the adventurers visit people that live there, help them with local trouble as guests, and the “treasure table” was gifts given by the people for whatever they did, combat or puzzle solving or otherwise. Once the players adjusted they started saying it was hard to go back to how weird it was to just break into “ruins” and loot them while intelligent beings still lived there that were being robbed.