I usually don’t do the same kind of post twice in a row, but I brainstormed several sidequests and I wanted to get at least one more out for everyone to steal before I moved to another topic. Continue reading “Steal My Idea: Side Quest: One Missing, Five Found”
Totally unrelated to anything going on in my life right now (feel free to read that in a sarcastic tone), I thought I’d make this Steal My Idea about fun and interesting side quests you can insert into your game. You can use these quests as missions that tie into your story, related but not critical to the main story quests for your players, or as fillers so your players can have fun because you didn’t have enough time write up a full adventure.
I love surprising players. Even if your players are in a skeleton-lined tunnel made by kobolds that leads to the tomb of Loki, you can still surprise them with a good trap or encounter.
I’m not including stats for these traps and encounters. They are ideas you can use in basically any system and any level, so shape them according to your group.
Table talk (discussing what to do as players) is great, but too much of it can squash a good campaign. It’s easy to slip into using player knowledge about the mechanics or content of the material to deduce the best solution for the situation knowing things their characters would never know. Unfortunately, it cheapens the game, both for the players and the GM. It’s something I sometimes do as a player as well, so I wanted to share some methods that both players and GMs can do to help make role playing more integrated into the game itself.Recently, a friend asked me if I had any ideas to help encourage or reward role-playing, so I wanted to share it with everyone. Continue reading “Steal My Idea: Too Much Table Talk? Ideas to Encourage Role-Playing and Staying in Character”
Chibi Ninja Image courtesy of Pixabay.com
I love swinging scythes, utilizing superpowers, and crashing spaceships as much as the next player. Combat in RPGs can be thrilling and very fulfilling. However, when round after round results in the same “attack, get attacked, attack, etc” combination, it can get a bit stale. Continue reading “Steal My Idea: Keeping Combat Interesting”
I created two incredibly powerful weapons for the story of one of my campaigns to revolve around.
The first weapon was Occam’s Razor. It was a wickedly sharp sword, and the legend said the wielder could bend reality to her will (twice a day), so long as what she wished to happen made logical sense and didn’t require too many assumptions. If a character wanted to go somewhere, she could hold Occam’s Razor and explain how she could get a ride. She couldn’t say “I wish a helicopter would come down from the sky and pick us up” but the character could say “That nice nun with the twin pistols who drives the church van (an established NPC in that campaign) lives around here. It would make sense if we saw her driving by.” Continue reading “Steal My Idea: Occam’s Razor and Arkham’s Razor (Part One)”
Sometimes you make a character for the sole purpose of being a joke. A dwarf bard. A flesh golem paladin. A ranger/rouge/gunslinger/fighter/wizard/barbarian. A character that is enjoyable to play but isn’t meant to excel at anything or even be particularly useful. But sometimes, despite a lack of planning, lady luck shrugs her shoulders and gives you an edge, and that character becomes an actual benefit to the party rather than a liability. Continue reading “Steal My Idea: Mr. Gobbs, the Goblin Weaselmancer”