Personally, I love random encounter tables. RPGs are games of mitigated chance. Characters make dice rolls to hit monsters, negotiate deals, and fly spaceships. Why not have the GM make them to see what’s around the corner? The element of randomness gives both the players and GM something to play with, as the unexpected happens.Continue reading “Crumbling UpKeep: Better Random Encounters”
Heroes can spend a lot of time out in the wilderness. There is a lot of action outside of town, what with monsters ravaging the countryside, forgotten dungeons, and that pesky environment to contend with. Eventually, the characters are going to come to a settlement, however. Maybe they just want to grab supplies or have a long rest without worrying about pesky Anhkegs for once. Perhaps the city is actually a focus, and you’re planning to run an urban campaign. Whatever the reason, the forests and plains are giving way to wood smoke and buildings. How do you make this community stand out? Continue reading “Crumbling UpKeep: Giving Your Cities Character”
There comes a time in every game where the DM is no longer really in control. The fighter is drunk and bullying your favorite NPC at the bar, the wizard is using prestidigitation to clean filthy peasants for copper pieces, and the bard is trying to seduce… well, someone or something. It doesn’t matter.Continue reading “Crumbling UpKeep: Making It Up As You Go.”
When I’m running a streaming game or recording an episode of our podcast, it’s not enough that I have plans for whats going to happen in the game; I also need to know when it’s going to happen. I prefer to have each episode reach some sort of completion. If there is a cliffhanger, I want that to be intentional.
So how do I keep a game going where I need it to go? I think in threes.Continue reading “Crumbling UpKeep: Campaign Prep in Bullet Points”
It’s been quite a week in the RPG world. An abuser was outed unequivocally as an abuser that has often tried to silence others in the community. I don’t know that I have much to say that hasn’t already been said in ways much better than I could, so I’ll say this.
Support gaming companies run by women and POC. Here are two great options.Continue reading “Crumbling UpKeep: Abuse is Not a Game”
Most people play dungeons and Dragons to be heroic. They want to save the day while staring gruesome monstrosities and certain death in the face over and over again. Their characters just grit their teeth, look demons in the eye, and spit. Unlike real life where I get startled when there is a knock at the door, nothing scares a D&D character.
Traps are a classic part of Dungeons and Dragons, so much so that entire books have been made about them. They grown to be ever more complicated through the years, always adding more pulleys and strange fail safes in an effort to confuse and trick the players. Until recent editions, they were one of the big reasons you always had a thief in the party, as no one else had a chance to notice them.Continue reading “Crumbling UpKeep: Traps. Who does this to their home?”
It’s game night. You’ve spent hours upon hours crafting your magnificent story. It is intricate, spun with many webs of intrigue, desire, and deceit. The player’s are going to hang on your every word, and they’ll need too. Every detail is important. It’s tough being this clever…Continue reading “Crumbling UpKeep: When Players Cancel”
I’ve been on the fence about grabbing this book for a while. In theory it promises a lot of things that I love: Castles, stewardship, and Heroes becoming more than lone adventurers in the world, . It becomes less about dungeon delving and more about leadership. I’ve read other books that tackle these issues, however, and rarely are they satisfying. Often, they’ll be needlessly complex without pay off. Either that, or they aren’t meaty enough, glossing over the difficulties inherent in ruler ship. I know that is a tall order to fill, but I kind of want both. I want it to be complex and comprehensive, but I want it to flow easily within the already established rule set.Continue reading “Crumbling UpKeep: Strongholds and Followers”
The players have latched onto some NPC you never meant them to care about.
What comes next?
It’s easy to engage your players. Just make them do the work.
Have you made your own campaign world? Let’s give it some holidays to celebrate!
Most people glorify the long running D&D campaign. We all love the Lord of the Rings, right? The default mode of play seems to be the vast world spanning quest of epic proportions, saving the universe from an antagonist with unimaginable power. Every game just serves to move along a huge overarching plot. Personally, I love this.
Some one rolls dice, you get hit, you lose hit points. You run out of hit points, you’re dead. That is how D&D works.
What are hit points, though? Most people view it as a relative measure of health. You get stabbed, your health decreases. You get stabbed again, the process repeats itself. Eventually, you just run out of health.
What I’m proposing here isn’t a new concept. I know I got the idea from reading about it somewhere else many years ago. If I could remember where, I’d give it some credit. It was an idea that really stuck with me, though. Hit points actually represents a number of things: health, how tired you are, the strength of your sword arm… hit points ultimately show how close you are to death, but not necessarily health. Continue reading “Crumbling UpKeep: A Different Take on Hit Points”
“I rolled a 17. Does that hit?”
“Yeah. Roll for damage.”
“Okay, that’s… 8 points of piercing and 6 points of radiant damage.”
“Okay, next player…”
Sound familiar? Combat starts and the game suddenly becomes just a long drown out battle of dice rolling, especially when all your flashy powers are used up. It feels sterile and players can quickly become bored if they’re just waiting to roll above a certain number. How can you keep combat fresh and keep the players engaged?