Roleplaying Tips Newsletter #1203 Brief Word From Johnn Last night I found a great course on Udemy about video game design. In part, it dives into the tension between player agency versus game designer agenda. Open world games versus plotted story paths. This is old hat for us though. The first moments behind the screen […]
Continue readingRoleplaying Tips Newsletter #0978 RPT GM Tom G asks: I would like to know how my fellow GMs battle dungeon fatigue. I have no difficulties making the entry, the story of the dungeon and the first couple of rooms interesting. But after a while it all bogs down to left, right, or straight ahead. Any […]
Continue readingRoleplaying Tips Newsletter #0720 Plot Your Dungeons with This Simple Grid System The Nine Sector System of Dungeon Design I saw Castle Oldskull ~ CDDG1: The Classic Dungeon Design Guide ~ Book 1: Forging the Underworld (yup, that’s the full actual title) by Kent David Kelly in the Amazon Kindle store and on a whim […]
Continue readingRoleplaying Tips Newsletter #0787 Today’s Musing about megadungeons is brought to you by RPT reader Ydars who wrote in response to my recent piece about how Dang Megadungeons Break My Heart. He’s got some great ideas I want to share with you: Dear Johnn, Megadungeons are difficult beasts to run because they tend to lack […]
Continue readingThe problem with megadungeons is I get bored of them and the campaign stalls. But here’s four clever ways to drop them into your games and use them well.
Continue readingFrom Doug “Wraith” Lochery Roleplaying Tips Newsletter #0161 A Brief Word From Johnn This Week’s Article I love dungeon crawls. Though I find I get bored if the PCs don’t get a chance to come up for air and roleplay and interact with civilization once in awhile, I enjoy the thrill of exploration, discovery, and […]
Continue reading