For those of you who follow my page. You might have noticed that I have been rather quiet of late. Well let me say I hope that my quiet spell is reaching an end. I have picked up the broom and mop and I am now hard at work at getting this page back in… Continue reading Dusting off the Burn
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[Tuesday Map] The Architect’s Dungeon (working with the Dungeon Architect Cards)
Source: [Tuesday Map] The Architect’s Dungeon (working with the Dungeon Architect Cards) I have had my eye on cards like these and a few others. This is a great example of what you can do with this set. Dyson makes the map look so good even though it was completely generated by the cards. Give the… Continue reading [Tuesday Map] The Architect’s Dungeon (working with the Dungeon Architect Cards)
Starting New Campaign: Star Wars; Hunters of the Force
Source: Starting New Campaign: Star Wars; Hunters of the Force
RPGaDay 2015 – Day 26: Favourite inspiration for your game
Short Answer: Weird news stories. Source: RPGaDay 2015 – Day 26: Favourite inspiration for your game
[Friday Map] Redstone Shrine (with time lapse video)
Watching a time lapse video of Dyson doing what he does so well is just plain inspiring. It makes you want to pick up a pad and just go to town. Remember practice makes perfect. You don't get to his level over night. Back in my day's when I first started playing D&D I would… Continue reading [Friday Map] Redstone Shrine (with time lapse video)
Game Master Tips with Wil Wheaton: Saying Yes!
Sometime the best creative energy comes from the players themselves. Allowing them to have input makes them care more deeply about the world they are in as well. As a GM the more we can do to make our players invest and buy into the stories we weave the better the tension and joy we feel at when the players have to overcome trials and tribulations.
If it does not break the rules or leave you in a situation as a GM where the story will suffer because of what “Yes” applies to. I say go for it.
I was pretty impressed with this weeks Game Master Tip on the Mary Sue with Wil Wheaton. For one thing, as much as possible I believe saying “Yes” to whatever crazy plots or similar your players come up with is rather important. When you do so, it help your players feel like a part of the world and show that their ideas are being validated. A good example of me improvising on the fly like this was with the safe house security features a player came up with in the Night’s Black Agents one shot, Nightfall.
I was particularly enthused with how far Wil went with this, when he actually modified the rules for a druids companion animal from another system (DnD?) to provide Aankia with her robot pal, Jeremy. Most importantly, he did so in a way without complicating the game in any extraneous manner – adding…
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Hold Me Closer Tiny Dungeon
The best part about Tiny Dungeons is that you get the taste for your Dungeon Delves and you can be in and out in one session often. I also loved the Dungeon Delve book and it sill sits in a spot on my shelf as a go too idea book. Along with the great first ed Encounter cards.
I had never liked with long Delves and that drew me as well to begin running Smaller Dungeons. The two biggest issues that I had with long delves feel to the time sink and the death of RP. Once a party dipped into the the first few rooms of a dungeon the games always would shift immediately from a free form fast paced game to a room by room slog. As well as because of this the first thing to fall by the wayside was inevitably the roleplay.
I highly recommend for all GM’s to give the Tiny Dungeon theory a try. It will fast become thing of second nature once you embrace it.
And you game the added bonus any Delve into a Large Dungeon becomes farm more epic in feel because your players are used to being in and out in a few hours of play.
One of my favorite books for fourth edition Dungeons and Dragons was a little number called Dungeon Delve. The book was simply 30 three-room dungeons complete with traps, encounters, a few story hooks, and advice for continuing the story or further fleshing out the dungeon. It was basically a tome of a single, four-hour, one-shot adventures for every character level in the game (each of which could be turned into something more if so desired).
Fifth edition Dungeons and Dragons plays a lot faster than fourth, particularly where combat is concerned, which is a good thing. I regularly play D&D on Monday evenings but the sessions are only about three hours long. On average it seems the combat encounters I plan take 30 to 40 minutes. I know that seems a little long but because of our limited time I usually plan only hard encounters to force the players to use…
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