Welcome to the third episode of the Dungeon Master Guys podcast! Improvising games, “what if” campaign design, using props to make your game more immersive, using cursed items, answering reader questions, and more.
Let’s talk cursed items for a minute. You remember those, right? Those items you found in random treasure piles that you think might be awesome, and before you know it, they’re changing your gender or biting your back.
Have you ever written a detailed and complex history for your campaign only to watch it gather dust as your players focus on the now and not concern themselves with the prior events of your campaign world? As a player, have you ever been intrigued by a campaign settings rich history only to find that your GM never uses anything from the campaign’s past? Providing interesting and detailed histories for your campaign can really help the world come alive on the table and within your players, however it is far to easy to create a detailed history and then focus on the current and future events of your game. This doesn’t have to be the case; some of the more interesting games and adventures can be fuelled by events that have happened in the world before your adventurers even arrived. Below is a detailed scenario in which new adventurers can become involved in a historical event that never concerned them.
Upon freeing themselves from the Fomorians, the gnomes knew that they could not rely on the other, more powerful races, to guarantee that they would not fall back into slavery. While many champions of the Gnomish causes have risen in the last centuries, the masters of trickery have created their own tricks to ‘convince” the world’s best heroes and scoundrles to help them.