Steal My Idea: Making Tension High

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[Image courtesy of Pixabay.com]

Raising tension in an RPG is a unique and often difficult task. Pacing can make or break tension and the cycle of tension and release (Here’s a video explaining the cycle of tension and release if you are unfamiliar with it). Keeping players and yourself riding that wave can be difficult, but it is also rewarding when you pull it off. Here are some tips I’ve discovered and used over the years to help raise tension when you want to.

Continue reading “Steal My Idea: Making Tension High”

Steal My Idea: Side Quest: The Ring of Exponential Value

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[Picture courtesy of Pixabay.com]
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.

Continue reading “Steal My Idea: Side Quest: The Ring of Exponential Value”

Steal My Idea: Two Encounters and a Trap Your Players Won’t See Coming

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[Picture provided by Pixabay.com]
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.

 

Continue reading “Steal My Idea: Two Encounters and a Trap Your Players Won’t See Coming”

Steal My Idea: Occam’s Razor and Arkham’s Razor (Part One)

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Picture courtesy of pixabay.com.

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)”

Steal My Idea: How to Successfully Poison Your Players

Poison rules in D&D 3.X are a bit weird, but also kind of cool. If a poisoningattack (a scorpion’s stinger, a poisoned-coated sword, etc.) beats a creature’s or character’s AC, they have to make a fort save against the poison. If they succeed, they are immune to that kind of poison for twenty-four hours. That’s kind of boss when you think about it, and it makes your character seem like a total badass. Continue reading “Steal My Idea: How to Successfully Poison Your Players”

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