Here’s a funny, simple puzzle for your game. My mom is reading a book called The Year of Marvellous Ways by Sarah Winman. In it there’s a place called Saint Ophere. Turns out the place was named because someone long ago misread a sign. The sign read: Stop here Stop here with some punctuation becomes […]
Continue readingOver at my Campaign Community forum, Doug the Winter shares a great campaign war story. And in that story lies a fantastic tip: use monster parts as puzzle pieces. Here’s a snippet of his story: The Situation The group has been stuck in the feywild due to an ongoing feud with a night hag coven. […]
Continue readingThe first issue of 5 Room Dungeons Zine features underwater gameplay in a location you would not expect to have to swim or fight. Part of the reason I made this unusual environment the 5RD’s Feature Location is to challenge your players to master the underwater rules. When your group learns edge case type rules […]
Continue readingYou know how you want to give players clues in clever ways in-game without just blurting them out? The opportunity is there. The need is there. But nothing comes to mind. Then the moment passes and you move on, a bit disappointed, sometimes frustrated. “If only I could have thought of a great way to […]
Continue readingYou stand before a door. Magic seals it tight. Runes begin to glow. They read: Door is closed Beneath this phrase, more runes appear: water – angry – open – window – soft I found this cool puzzle on Reddit. Here’s how it works. Characters can swap closed with a word in the list. For […]
Continue readingWhat’s the difference between a trap and a hazard.This question was on my mind while working on a new Dungeon Generator for Campaign
Continue readingWhen I first started GMing I used the kind of puzzles that seemed arbitrary and quirky. After a few years these began ruining the fun because they became too out-of-place and broke our sense of disbelief. Now don’t get me wrong. A chess board puzzle that zaps you for stepping on the wrong square is […]
Continue readingIf you are looking for more puzzles in your game, then RPT GM and Patron Paul Shipley has a great idea for a complex one that uses runes and codes:
Continue readingRestrict players by chaining their arms together. Make sure your players are comfortable with this before you do it!
Continue readingRemember those cipher games where all the letters are scrambled and you have to decode the message?
Continue readingKrug, Sala, Dunin, and Kailua all live in the same home. Krug and Sala head to the tavern. When they return, Dunin is lying dead on the floor in a puddle of water and glass.
Continue readingGrab all the character sheets.Scan each and note special sense and detection abilities.
Continue readingI love hidden object games. Challenge your players with them too. Here are some ideas.
Continue readingHere’s a fun way to challenge your players.Have one character perform the actions. Have another describe what actions to take.
Continue readingToday’s issue covers a Patron request for tips on puzzles. Faster Combat author Tony Medeiros treats us to a nice approach that integrates puzzle-building with storytelling. There’s also a random table of villain types to help inspire your plots at the end.
Continue readingFrom John Lewis Roleplaying Tips Newsletter #649 We RPG players live for those times when all eyes are on our character. Suddenly we are completely in the moment, feeling a rush of adrenalin and a powerful surge of excitement. We sense the other players’ concentrated attention on what’s occurring. These intense moments, when the spotlight […]
Continue readingFrom Coyote O’Reilly Roleplaying Tips Newsletter #289 I’m preparing a fantasy-horror Rolemaster game where the characters are stationed in a town full of strange events. For inspiration, I’ve looked to European folklore that arose from superstition and fear of the dark, and Tales from the Brothers Grimm. I’ve explained to the players that this is […]
Continue readingFrom Ian Winterbottom Roleplaying Tips Newsletter #216 The subject of traps is an important, but much overdone one in fantasy roleplaying. Dungeon crawls, in particular, fall victim. It can get monotonous, not to say boring, as the party encounters more and more elaborate mechanical and magical devices and disasters prepared, it seems, with the PCs […]
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