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Showing posts with the label dungeons

Adventure Archetype: the Heist

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Heists are awesome. Ocean’s Eleven, Indiana Jones, Mission Impossible: all adventures where a party conspires to steal treasure from a specific location. In TTRPGs, they’re popularized by Blades in the Dark or Kidnap the Archpriest. But what makes a good heist? A prison escape will serve as an example throughout this article. Prisons provide an interesting location for play due to their close-off environment and strict rules. Well, until players break them both… the Blueprint For a heist, layout is a crucial part. A large portion of the fun comes from planning. Players need a general idea of the prisoner’s layout to create an (in their mind) air-tight plan. A good blueprint provides: multiple entrances, including windows pathway loops throughout the building different factions assigned to different areas locations that store useful tools A heist is different from a combat-focussed adventure. Grid maps aren’t as necessary here. Heists favor a grand overview ...

Making “Church of Worms”

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This adventure is my submission to the Eternal TTRPG Jam - Blood Worm Moon . This subject evokes something cult-like. Blood and Moon describe the eternal struggle between vampires and werewolves. Apparently, worms wormed their way into that struggle… Conflict worms + werewolves = Weremoles . Acolytes that turn into hideous moles while in moonlight. Cursed by the vampires that they managed to defeat. worms + vampires = Bloodworms . Worms that turned vampiric after eating the corpses of the defeated vampires. Now they thirst for blood. Ironically, everything went downhill when the vampires were defeated. Now the weremoles are plagued by their worm adversaries. Another twist is introducing a descendant from the vampires, set on revenge. He sets up a nice three-way conflict for players to game. Layout Church is a nice contrasting setting. Both vampires and werewolves are associated with unholiness. It’s why the weremoles used to be acolytes. Religion is a nice foil. Ch...

Gameability in Dungeon Design

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Every Gamemaster will try their hand on dungeon design at least once. With the white paper staring at you, it’s difficult to determine where to start. Combat? Puzzels? Intrigue? Today, I hope to provide a useful tool to help with that. Choices make a Game Having options makes a dungeon interesting. The kind of option can be divided into 5 categories. Gameplay How to reinforce Gameability Combat (see your character sheet) Use monsters with different abilities Factions Managing your relation to different factions Add multiple faction Give each faction (conflicting) goals Let each faction offer something good Resources How en when to use your resources Add (one-time) usable resources Give them diverse purposes Environment How to conquer obstacles or solve problems using the surroundings Create an interesting dungeon ...