الوسم: punish

  • Completing Elden Ring Nightreign: Forgive or Punish the Witch?

    Completing Elden Ring Nightreign: Forgive or Punish the Witch?

    Elden Ring: Nightreign takes a different approach compared to many typical Soulslike games, including its predecessor, Elden Ring. Games from FromSoftware are known for their unique storytelling, primarily relying on the environment and flavor text from various items. While this method works well, it can feel less effective in a multiplayer setting.

    To adapt, Nightreign compiles condensed storytelling into each Nightfarer’s Remembrances. This allows players to explore their characters more deeply than just their brief descriptions. For instance, the Guardian, a member of the Pinionfolk, grapples with regret over the fate of his original flock, a theme prevalent in his remembrances.

    What Is The Journal?

    The Remembrances are central to the storyline for each Nightfarer, but the Journal provides additional insight into their thoughts and backgrounds. It offers glimpses into the past and their feelings towards other Nightfarers at the Roundtable Hold. Each Nightfarer’s Journal entries are uniquely crafted, adding personality to their voices.

    Every Nightfarer’s Journal starts with just one entry, expanding as players discover Memory Fragments and complete Remembrances. Overall, each character has around seven or eight Journal entries, though the Guardian uniquely features a total of ten entries.

    New Journal entries cannot be unlocked for a character if they have a pending Remembrance. So, it’s best to tackle these as soon as they become available.

    How To Unlock Memory Fragments

    Memory Fragments are essential for unlocking new Journal entries and Remembrances. The game may suggest these are items to collect, but they are more like rewards for completing specific tasks. New Journal entries and Remembrances are unlocked for the character associated with the Memory Fragment, and they won’t appear in your inventory.

    Once you obtain a Memory Fragment, it will pop up in the corner of your screen, usually after returning from an adventure. These fragments unlock in various ways, sometimes through specific actions unique to certain characters. For example, Executor can unlock one by deflecting attacks during an expedition. However, these methods can be somewhat random, making them unpredictable.

    Instead of relying solely on randomness, focus on more certain methods, including defeating Nightlords. Generally, earlier Remembrances are easier to unlock than later ones. You may get your first Remembrance just by reaching the boss on the first night, while the final one may require taking down a Nightlord.

    Given its randomness, there’s no guarantee you’ll earn a Memory Fragment from even the more reliable methods, although sometimes a single Memory Fragment can unlock multiple Journal entries and a new Remembrance. Keep playing and winning, and you’ll eventually collect Memory Fragments for your character.

    Guardian’s Remembrances

    While most Nightfarers have three Remembrances to uncover, Guardian has the opportunity to explore four. These stories unfold throughout the Roundtable Hold and require traveling in Limveld for specific items, starting from the latest Journal entry.

    Guardian’s Remembrances not only provide a deeper understanding of his character and his feelings towards fellow Nightfarers, but they also offer tangible rewards. Completing each Remembrance grants new Relic Rites, Relics, and outfits, making them worthwhile endeavors. Let’s delve into Guardian’s Remembrances and how to complete them.

    Remembrance #1

    Guardian’s first Remembrance is relatively short but immediately challenges you with a difficult enemy. Here’s what you need to do:

    • Speak with Iron Menial.
    • Defeat a Golem in Limveld.
    • Return and talk to the Iron Menial.

    After your chat with the Iron Menial, you’ll need to find a Stone Stake for him to unlock a Cursed Volume he possesses, which may reveal secrets about the curse affecting Guardian’s original flock. Venture into Limveld to locate the Golem positioned in a corner of the map.

    While you can complete Remembrances through matchmaking, you cannot team up with others if someone has an active Remembrance. Consequently, it may be easier to tackle Remembrances solo.

    The Golem is large and quite mobile during combat. It may stray too far from its spawn area, causing it to teleport back, which can be tedious. Therefore, level up on the first day and tackle the Golem on the second day when you’re significantly stronger. Defeating it will yield the Stone Stake.

    Completing this Remembrance unlocks the Stone Stake as a Relic.

    Remembrance #2

    The second Remembrance for Guardian is a more extensive experience, taking place entirely within the Roundtable Hold. Here’s what you’ll need to do:

    • Talk to the visitor, a Spectral Merchant, marked on the map.
    • Receive the Eerie Charm. You can also buy Relic stones from him, although they aren’t unique.
    • Return to the central chamber, where Guardian will briefly faint.
    • Upon waking, confront and kill the Merchant to safeguard Guardian’s new flock.

    While you have a choice, you must kill him.

    Completing this Remembrance rewards Guardian with a new Chalice for Relic Rites.

    Remembrance #3

    Guardian’s third Remembrance takes him back to Limveld, spurred by the ledger from the Spectral Merchant. He seeks to find the next Cursed Volume. Here’s the process:

    • Speak to the Iron Menial.
    • Locate the Demon Merchant in Limveld.
    • Trade with the Demon Merchant for the Cursed Volume.
    • Return to the Iron Menial.

    If you’re familiar with the Libra raid, this is somewhat similar. Although Libra won’t curse or drain your HP, he will be marked on the map for a trade. When you find him, he will demand 10,000 Runes for the book. Therefore, don’t rush to Libra; instead, gather some Runes beforehand to ensure you’re prepared for the trade.

    Once you complete the trade, you receive the Cursed Volume without any additional conditions. You can even speak to Libra again for other trades, just as if you hadn’t completed the initial trade. At this point, you can fail the expedition and still retain the Cursed Volume, as long as you don’t quit, which would cause you to lose your progress.

    Upon returning to the Iron Menial, you will receive the Third Volume as a Relic.

    Remembrance #4

    Finally, we reach Guardian’s fourth and last Remembrance. In this installment, he uncovers the curse that affected his first flock, alongside the price of supporting his new companions. This Remembrance also occurs solely in the Roundtable Hold and presents several poignant revelations. Here’s what you’ll need to do:

    This Remembrance involves Revenant, so ensure you have her as a playable character to unlock this Remembrance.

    • Read the letter left by Revenant.
    • Examine the shelf in the study, just before the exit to the garden.
    • Talk to Recluse in the garden. She will disclose her connection to the curse and give you the Witch’s Brooch as proof.
    • Decide whether to punish or forgive Recluse.

    Regardless of your choice, Guardian ultimately decides to forgive Recluse, prioritizing the safety of his new flock over avenging the tragedy of his first. You will receive the Witch’s Brooch as a Relic, along with Guardian’s outfit after completing this Remembrance.

    Upon finishing all of Guardian’s Remembrances, you will also gain an extended ending with him while facing the final boss of the game.

  • Effective Strategies for Fairly Disciplining D&D Players

    Effective Strategies for Fairly Disciplining D&D Players

    How to Handle Consequences in Your Dungeons & Dragons Campaign

    When running a Dungeons & Dragons campaign, addressing player actions with consequences is essential. If players always succeed, even with questionable decisions, the game can lose its challenge and excitement. Introducing punishment can enhance the stakes and keep the story grounded.

    However, it’s crucial to implement consequences in a way that feels fair and justified. You want your players to understand that the challenges they face stem from their choices, not arbitrary decisions made by the Dungeon Master (DM). Here are some guidelines for determining when and how to impose consequences while maintaining a sense of fairness.

    When to Impose Consequences

    As a DM, it’s vital to recognize the appropriate moments for punishment. You never want to come off as overly authoritative or arbitrary. Here are situations where punishment is not warranted:

    1. Creative Solutions: If players solve a puzzle or riddle in an unexpected way, don’t penalize them for thinking creatively.
    2. Misunderstood Rules: If a player acts based on a misunderstanding, it’s better to correct the miscommunication rather than impose a penalty.
    3. Confusion or Indecision: Give players time to figure things out. If they’re actively working on a solution, there’s no need to rush or punish them.

    By avoiding unnecessary punishments, you set a solid foundation for a balanced gaming experience. However, when is it appropriate to sanction players? Start by looking at neutral situations where outcomes are clearly defined, such as:

    • Poor dice rolls
    • High-damage attacks
    • Specific status effects
    • Unexpected spell outcomes (like Wild Magic Surges)

    All these scenarios are guided by established game rules, making it easier for players to accept the outcomes.

    Managing Player Disagreement

    If a player challenges your ruling, it may be beneficial to pause the session to discuss it privately to prevent group tension. Be ready to explain the reasoning behind the consequence and assure them it’s a temporary setback.

    Cases for Subjective Punishments

    There are also moments where a DM may implement more subjective punishments. Use these sparingly, but don’t shy away from them when appropriate:

    1. Failed Plans: If the party devises a strategy that doesn’t pan out, let the narrative naturally lead to a fitting consequence.
    2. Ignoring Advice: If you warn a player about the risks of a certain action and they proceed regardless, it’s okay to show them that their choices have ramifications.
    3. Going Off-Track: If the party ignores their main quest to pursue something less significant, consider introducing consequences that encourage them to realign with their objectives.

    Ensuring Fairness in Punishments

    Fairness can vary significantly within a group, so it’s crucial to create consequences that don’t feel discouraging. Here are some pointers to ensure your punishments are perceived as fair:

    Consider the context of the players’ actions. Here’s how to align actions with consequences while maintaining fairness:

    Party Action Consequence and Punishment Fairness Reasoning
    The party’s plan fails The party attempts to sneak past guards but is caught, leading to arrest. Society has laws; the party was aware of the risks.
    Advice is ignored A player attempts a risky jump despite warnings and suffers fall damage. The player was cautioned about the challenge’s difficulty.
    The party is off-course Ignoring their duty leads to being banned from the magic shop after a burglary occurs. Player decisions impact the game world.

    Turning Punishments into Opportunities

    In addition to ensuring fairness, think creatively about how to make punishments twist the narrative in rewarding or beneficial ways. A consequence can act as a springboard for new plot developments or unique player opportunities.

    Consequence/Punishment Rewards or Silver Linings
    The party gets arrested While jailed, they discover a hidden route into a stronghold they aimed to infiltrate.
    A player takes severe fall damage The fall leads them to a treasure chest with a riddle or a vantage point to navigate better.
    The party is banned from a magic shop This introduces them to the black market, where better rewards might be found.

    Always keep in mind that rewarding players for creatively overcoming their challenges can turn a negative experience into something heroic. By doing so, you reinforce the idea that their actions carry weight, allowing them to feel like true adventurers in your Dungeons & Dragons universe.