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An Example Of The Creature Feature For Your 5 Room Dungeon Designs

Without a key idea or theme, our adventures can feel like an uninspired assortment of random ideas. Our adventures fail to make an impact and they fall apart. One awesome solution is to create a Feature. Before you begin adventure design, choose a Feature. Pick a central idea and build your five rooms out from […]

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Use The Feature Method To Make Adventure Design A Whole Lot Easier

Before you put pen to paper designing your next 5 Room Dungeon, do this one quick thing to greatly improve your design. When I build 5 Room Dungeons I often find it’s a struggle to make them more than just an assortment of encounters. Make It Pop A designer I worked with had a massive […]

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Think About Encounters Like Game Tiles for Better 5 Room Dungeon design

Pizza last night was awesome. I ordered my favourite. My wife ordered the house special sans shrimp (I’m not a shrimp fan). Mmmmmhmmm. I’m a lightweight these days, though. Five pieces and I’m full. The pizza metaphor doesn’t handle well what I want to talk about today. But a board game like Carcassonne or a […]

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Psssst, How To Tell A Secret

“Here’s something  about myself I’ve never told anyone.” It doesn’t matter what NPC says that, your players are going to stop fiddling with their dice and tune in. Everyone loves a secret. And one of the classic laws of GMing from the old Dragon Magazine column Dungeoncraft [http://www.darkshire.net/jhkim/rpg/dnd/dungeoncraft/http://www.darkshire.net/jhkim/rpg/dnd/dungeoncraft/] by Ray Winninger is to give everything […]

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5 Room Campaign Planning

Roleplaying Tips reader Sean S. has great ideas about using 5 Room Dungeons in combination with story arcs. I neglected to mention how conversations I’ve had with Sean have influenced my thinking about 5RDs over the years (thanks Sean!), including making 5RDs within 5RDs, 5RD spawn points, and more. Today, Sean muses about how you […]

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5 Room Dungeon Spawn Points

Ohayo %FIRSTNAME% You can make 5 Room Dungeons spawn points for deeper adventures. Here’s how. The basic formula is: Type: Ruins, campsite, tower, etc. Plot: Combat mission, quest, explore, etc. Room #1: Entrance or guardian Room #2: Puzzle or roleplaying Room #3: Trick or hazard Room #4: Conflict or climax Room #5: Reward or plot […]

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Spikes Of Danger Tease Your Players While Filling Them With Fear

Even though we try to balance adventures, not so much for fairness but for fun, it is tough to get right. There are so many factors involved. Current character health. Whether it’s session start and players are fresh, or session end and players are making mistakes from fatigue. Whether the characters have just rested or […]

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How To Create Your Own Plot Factory, Part I

Unending plots become a grind. Encounter after encounter with no resolution or reward in sight causes players to lose enthusiasm. And when they lose their drive, game sessions fall off the wheels. When Players Sabotage Your Game For example, why roleplay hard to squeeze clues out of reluctant enemies when it’s not going to get […]

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