A stack is a great inspiration tool when you’re looking for what happens next, especially when you run a no-prep style game. When you’re thinking about what comes next in play, just pick up your stack and go through it. You might find something that inspires a whole scene, especially if you keep up-to-date notes.
The Index Card Method Codex, Part 1
I’ve been using index cards as a GMing tool a lot this last year. In July, I posted about using them to create adventures in your downtime. I’ve since found new uses for them and brought everything together in this post.
UbiDungeon World: The Elven Tower.
Find the ruined temple where the cult of Nam-Shub sits on one of the world’s last stockpile of pure Thaumium rods… and TAKE IT!
A D&D Lover’s Guide to Other RPGs: “Dungeon World”
It is no secret that Dungeon World was created as an homage to the earliest versions of D&D. From the six standard ability scores that range from 3-18, to the races and classes of the grand old game, Dungeon World makes no pretense at being anything but a hack of D&D.
Deathtrap Dungeon World: Moves from the Tomb
Last month, I wrote about how you might design and run deathtrap dungeons using the Dungeon World roleplaying game. To aid GMs further, I’ve created several custom moves based on some of the most iconic and infamous traps lurking in the Tomb of Horrors. Use them as they appear in your own adventures, or modify them to create custom moves for traps of your own devising.
Deathtrap Dungeon World, Part 3: Death and Rewards
In this final part of the series, I’ll talk about how to handle death in your Dungeon World delve and how to manage “defy danger or die” effects. I’ll also discuss some strategies for rewarding players and characters that overcome the challenges your deathtrap dungeon presents.
Deathtrap Dungeon World, Part 2: Dangers and Hard Moves
In this part of the series, I’ll talk about how to create monsters, traps, and puzzles for your deathtrap dungeons in a way that embraces Dungeon World’s mechanics and philosophy. In addition, I’ll explain why hard moves are the most important part of your deathtrap dungeon toolkit, and present a list of 20 hard moves you can use in your game tonight.
Deathtrap Dungeon World, Part 1: GM Principles
In this 3-part article series, I’ll share some of my tips for running deathtrap dungeons using the Dungeon World roleplaying game. By drawing on the lessons of my recent deathtrap dungeon campaign, Black Plume Mountain, and by using my conversion of the Tomb of Horrors as a guide, I hope to give you the tools to design and run exciting, dynamic, and brutal delves.
Recent Comments