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Character Home Bases Part II: How To Create Villages Fast

Last tip I rambled on about building character home bases and several ways you can invite players to care about them. While the Hobos of the Apocalypse will likely be creating a village community from ground up, I will want other villages to exist in the Good Faction held territory to flesh the region out […]

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A Quick Way To Make Player Victories Sweeter

I just finished reading the Kobold Guide to Plots and Campaigns. I highlighted and flagged a few pages, so expect a tip or two I’ve gleaned from the guide in the future. On page 23 there’s a great tip about making player victories sweeter: Designing a finale specifically to a setting makes an ending stronger, […]

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A Secret Society Of Character-Hunters For Your Campaign

This month’s RPG Blog Carnival is about Occult Mysteries and Magic. To celebrate that theme, here is a quick and adversarial secret society idea for your campaign. The Masters of Destiny These guys hunt adventurers. They believe an ancient evil will soon awake, but the world is doomed because there are no heroes powerful enough […]

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Add Spikes Of Danger To Get Deeper Campaigns

An RPT GM asks about a design technique from my Adventure Building Workshop: Hey Johnn, I was reviewing the links in your 2019 Compilation and saw reference to “Spikes of Danger”. What is that referencing? I googled around and couldn’t find anything. Thanks, Paul I replied to Paul directly, but thought I’d share with you […]

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Deep World Building Using The Estates Method

A beloved RPG, Ars Magica, splits its setting into three estates: the Church, the Nobles, and the Commonfolk. Wizards are outcasts. Hunted, exiled, or slain for blasphemies and politics. Players run Magi in the Mythic Europe setting. Forced to hide and handle a delicate power balance between the three estates, play becomes strategic and deeper. […]

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