All items made by prompts from the WTF Is My Ridiculous Magic Item Generator.
Game Master (GM): The flames of the torch dim. The oppressive darkness of the dungeon pushes in. The walls feel closer. The air is thick, making each breath a notable struggle. Holding your hand out before you, the only thing you see past your wrist is the light reflecting off your fingernails.
Darkness. Dungeon. Oppression. All humans can only see 5 feet in front of them. So what do you say the one member of the party who has the ability to clearly see in the dark? Continue reading “Steal My Idea: The Character/Player Knowledge Paradox (and what you do about it)”
This post is part of a related thread: Player Knowledge VS Character Knowledge
Game Master (GM): The flames of the torch dims. The oppressive darkness of the dungeon pushes in. The walls feel closer. The air is thick, making each breath a notable struggle. Holding your hand out before you, the only thing you see past your wrist is the light reflecting off your fingernails.
Sometimes, keeping player and character knowledge separate won’t do it for you. You may find yourself purposefully wanting to keep that information away from the other players, even if those players are proficient at separating player and character knowledge. Continue reading “Steal My Idea: Should the GM Pass Notes to Players?”
An ancient relic said to belong to a creature known as the Archdemon of Greed surfaced. According to legend, the Archdemon of Greed amassed an unspeakable amount of gold, relics, and other treasures. And if the uncovered relic is real, the rest could be as well… Continue reading “Steal My Idea: The Archdemon of Greed (one-shot or campaign seed)”
I was surprised by how incredibly well this wizard school one-shot worked, I had to share it. You can manipulate the setup to work for any game you have with magic. It can easily be a trial in a dungeon or a competition among different parties. Any way you serve it, I hope you have as much fun with it as we did.
Last week, we started discussing the importance of not erecting a wall between combat and non-combat actions as well as making non-combat actions have an impact during combat. This week, more things you as a GM (and as a player) can do to be effective in combat instead of attacking.
Generating options as both the player and GM…
I’ve been kicking around a campaign mechanic for a while, so I thought I’d document it and share it with you.
The idea is that each player character gets one useful item or ability that has a drawback or they can’t use it with too much frequency. Continue reading “Steal My Idea: Unique, Mildly Impressive Starting Abilities/Equipment for RPG Campaigns”
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]”
This is as much one method I use to keep from railroading players for others to use as it is an invitation for you to share your favorite methods with me and others. Finding the balance between planning an adventure and letting the players influence or change the outcome is a difficult task for any GM. While there are many ways to do it, here’s one I’ve used that works well.
Have a specific goal but get there in broad strokes. Continue reading “Steal My Idea: How Do You Keep from Railroading Players?”