There was this DM who seemed to have a personal vendetta against one of the players. He would constantly put that player's character in impossible and unfair situations. The rest of us felt really uncomfortable. Like, he made the character face an enemy way above their level just because he didn't like the player. It completely ruined the collaborative spirit of the DND game.
A common one is when the DM railroads the story too much. The players have no real agency. They are just being pushed along a pre - determined path. For instance, no matter what choices we made, the DM had a set outcome in mind and wouldn't deviate. It felt like we were just puppets in his story.
In general, it's a good idea. When you tell your DM your back story, it can lead to a more immersive experience. The DM can create scenarios that tie into your character's history, like meeting an old acquaintance or facing a threat from your past. This not only makes the game more interesting for you but also for the whole party, as your character's back story can become part of the overarching story arc.
A DM can use your back story to create interesting plot hooks. For example, if your character was once a member of a thieves' guild and left under bad circumstances, the DM could have the guild come after your character. This adds drama and personal stakes to the game.
It depends. If you want a more immersive and tailored experience, sharing your backstory is great. But if you prefer to keep some mystery or are worried about the DM using it against you in a way you don't like, you might hold back. However, a good DM will respect your wishes regarding your character's story.
A popular DM meme related to DND and Pulp Fiction might be an image of a DND character sitting in the booth at Jackrabbit Slim's. Maybe it's a bard, strumming a lute instead of the guitar that Zed was playing. Or a meme could show a DND rogue trying to steal Marsellus Wallace's briefcase, with the same level of mystery and danger as in the movie. There could also be a meme that plays on the non - linear storytelling of Pulp Fiction and applies it to a DND campaign, like showing different parts of an adventure out of order, just like the movie's plot.
The DM can use ambient sounds. For example, playing creepy music or the sound of howling wind in the background. It immediately sets a spooky mood. Also, describing the environment in detail. Saying things like 'The walls are slick with an unknown slime, and a cold draft seems to carry whispers of the dead' can make the players feel uneasy.
You can also use the aesthetics. The retro - cool look of Pulp Fiction can be applied to DND characters. For instance, make a DND character look like they stepped out of the movie with the same color palette and style of clothing. Then add a DND - related caption like 'This half - elf is on a quest for the briefcase of power (in - game treasure)'. And for the story aspect, take the complex web of relationships in Pulp Fiction and create a similar one in a DND group. A meme could show the 'friendship' between a paladin and a bard in a DND party, similar to the relationship between Jules and Vincent in the movie.
Comic books are typically laid out with a sequence of frames or panels. Each panel depicts a specific moment or aspect of the story. Text elements like dialogue and narration are placed within or near the panels to guide the reader. Also, the page layout considers visual balance and flow to keep the reader engaged.
Comics are usually laid out with panels to show different scenes or moments. There are also speech bubbles for characters' dialogue and captions for additional explanations.