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”
Starting a new roleplaying game campaign is one of my favorite things in the world. Anyone who is even considering starting a game should get moving, it is a great feeling and so much fun. Continue reading “How To Write the Perfect Roleplaying Game Starter Adventure”
The interaction between the player characters and the support characters is one of the pillars of roleplaying games, so a varied cast of support characters is vital. Here are some GM tips on how to create support characters. Continue reading “GM Tips for Support Characters in Fantasy RPGs”
Adventures often involve a new patron, rumors of enemy activities, or investigating current events and rumors.
As a follow-up on previous posts of creating adventures, dungeon adventures, and city adventures, here’s a simple random generator to generate a framework for your adventure design. Continue reading “Create Random Adventures”