Dungeons for Storytellers: Seven Steps to Improve Your Dungeons
Good dungeon design is like telling a story. You need a good hook, you should think about pacing, and there should be a point at the end.
The idea of massive dungeons appeals to me. Still, I never think they are fun to play. Typically I am bored to tears of whatever dungeon we’re exploring sometime halfway through the second session, so how do I deal with that?
Previously I’ve argued that the Mines of Moria is a five-room dungeon. This is a topic near-and-dear to me, so let’s explore that a bit. Continue reading “Dungeons for Storytellers: Seven Steps to Improve Your Dungeons”
Running a roleplaying game is fun and rewarding. A great way to bond with friends, sometimes even creating lifelong friendships. It can also be stressful, and sometimes boring. The nightmare scenario would be stressful and boring. But what if yor game needs to sometimes be boring to become great over time? Here’s some GM tips. Continue reading “GM Tips for Dealing with Stress: Allow Your Roleplaying Game Session to be Boring”
The monsters you choose to include in your story help define your fantasy world. The overwhelming tide of evil, the dark horror lurking just beyond the reach of your light, perhaps enemies with a uncomfortable familiarity, or do you choose to include everything available? Continue reading “The Monsters of Your Fantasy World”
When you decide your world has magic, you have many more decisions to make. One immediate and tangible choice is where and how magic is learned, which is at the core of the magic-wielding character. As with any other education, good mentorship is incredibly valuable, while bad mentorship can be outright damaging. Continue reading “Colleges of Magic For Fantasy Worlds”
Call of Cthulhu, first published in 1981 by Chaosium, is one of the classic roleplaying games. Call of Cthulhu is a game that rewards cowardice and missed perception checks. It is brilliant. Continue reading “Getting Started with Call of Cthulhu”