The party crosses a swamp deep in the woods. A collection of two types of carnivores and three types of herbivores drink from the swamp and wander around without fearing or eyeing one another. The creatures can be anything that fit the setting and challenge rating of the players. I’m going to use dinosaurs as my example creatures. Continue reading “Steal My Idea: Swamp of Amalgamation [Encounter]”
A backer on Patreon asked for an encounter based around the idea of gentlemen thieves. As promised, here is an encounter for everyone to steal where a group of thieves tries to be as gentlemanly as possible. Continue reading “Steal My Idea: The Gentlemen Thieves Encounter”
[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.
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.
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)”
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”