Dungeons need not be a collection of mismatched monsters and slapdash snares. Some dungeoneers pride themselves on creating unique works of deadly art.
[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.
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”
What is it?
Dark Land is a side-scrolling runner where you jump over or slide under traps and obstacles as well as attack and defend against various monsters. It is basically Dark Souls meets Happy Wheels. You earn (or purchase) gems and spend them to upgrade your health, attack, and agility (though I still don’t know what upgrading your agility does).
- It has both set levels that increase in difficulty and skill required as well as a survival mode where you run and fight for as long as you can.
- The bosses are fun and challenging.
- The game play is difficult but it requires skill more than luck.
- It’s free, there are no ads, and it’s not pay to win.
- While I like the survival mode more than the normal levels, they get redundant too quickly.
- It requires two hands to play, and you have to hold the device sideways.
- Precision movements + well-hidden traps = unexpected clenching.
I played Dark Lands a lot, but after a while, it was to prove to myself that I could beat the level rather than playing it for enjoyment. If the Dark Souls x Happy Wheels pitch doesn’t sell you, don’t feel bad skipping this one. If that comparison does interest you at all, definitely give it a download.
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”
With a few personal tweaks, you can use this trope-twisting trap in pretty much any setting or time period that has traps (a dungeon, a secret lab, etc.)(fantasy, modern, future, etc). I used it in a fantasy setting. Continue reading “Steal My Idea: You’re Going to Drown. Just Kidding! You’re on Fire (An Unexpeted Trap to Use in Your D&D Campaign)”