Add a Secret Level
The first rule of DungeonCraft: Give everything a secret.
Ray Winninger’s Dragon column back in the day was fantastic and the first thing I eagerly read each issue. And his Rule #1 is something I abide by to this day, decades later.
TigerShaman offered a fantastic tip along these lines in my Campaign Studio GM coaching program a couple weeks ago.
Paraphrasing:
Take your skills, feats, and similar mechanics, and add a Level II.
Give your character sheet elements a secret level. And make that level unlockable only through great gameplay.
Lore: An Example Secret Level
What does this secret level do? It should offer a special perk or bennie not available to the public or at campaign start.
For example, Templeton the Cleric has the Religious Lore skill. As a reward for returning the Holy Septum of Mau, his pope grants him Religious Lore II, a secret level, by letting him read a heretical scroll. Level II supplies Templeton special knowledge of named demons and devils, lore not otherwise available to clerics.
The perk garnered is up to you, based on your game system, setting, and plot.
The GM Perks
What I love about this idea:
- It’s in GM control. It’s not in the player guide. We’re ordering off-menu here.
- It’s an awesome surprise. Let this be an unadvertised reward.
- Adds mystery. Players will wonder what other secret levels might be possible for their character.
- Adds depth. This surprise will make players feel like your world has a lot going on beneath the surface, pun intended!
- Subtle guiding. Be strategic with the perk(s) you give in secret levels so they further your plot or type of gameplay you want more of.
Example Level II Rewards
I think the key to this GM tool is to offer benefits that run orthogonal to your core mechanics.
We don’t want to replace or nerf any existing mechanics, character development paths, or player choices.
However, perks shouldn’t be crusty barnacles nobody wants.
So we think outside our rule books and come up with some tasty boons that help us with world-building at the same time.
For example:
d6 Level II Boons
- Insider Access. The PC gains access to a hidden network, secret location, or special market. Maybe they get taught the secret handshake or code word.
- Signature Move. The character unlocks a unique, named stunt. I’d avoid bonuses to damage and attacks for game balance reasons, but maybe they can do a special disarm, or learn words or gestures that frighten certain foes.
- Extra Sense. Giving characters more information greases the wheels of plot progression. Allow players to glean key details that mere Level I tiers cannot provide, such as with Templeton learning about specific named fiends.
- Crafting. This one’s easy and powerful. The character gains one, specific, cool recipe. They can’t make everything a masterwork, but Level II lets them make masterwork shrieking arrows, fire-resistant rope, or mushroom ale.
- Secret Language. This one always delights players when they get to wield it throughout your campaign. In-game communication also powers great plots, so let a character speak with dolphins, thieves, or thieving dolphins.
- Unlock a Resource. Give a character access to something rare, private, or legendary. Templeton got to read a heretical scroll, for example. Maybe the druid gets shown a secret grove, or the fighter unlocks access to a hidden dojo.
It’s Your Move
Using surprise secret levels for character sheet elements helps you weave player achievements directly into the fabric of your world.
It also reveals your setting holds deeper mysteries not found in the rulebook. And it motivates players to think beyond the rules and borders of their character sheet.
Secret levels earned through great gameplay pay off with player engagement and world depth.
So take a moment now to look at your character sheets. What ability is just waiting to reveal its hidden potential? What secret level could it unlock?
Cheers,
Johnn
roleplayingtips.com
https://discord.gg/6MxTRAqQ76
Have more fun at every game!
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