Most of my systems and posts are about adding interesting, meaningful choices to TTRPG procedures that tickle the players' sense of risk and reward. This particular system was originally written for ships at sea, but can be repurposed just as well for on-foot encounters in the wilderness - or spaceships venturing into parts unknown. This … Continue reading Oh? You’re Approaching Me? Closing The Distance in Dungeons & Dragons Encounters
Horror, dread and stress can add a lot of flavor to roleplaying. However, when nosing around, I found that a lot of mechanics (such as Mothership, Call of Cthulhu)... Take away player agency at one point or another, to represent them losing control. This is a neat idea, but a hard sell in a heroic … Continue reading Super Simple Stress/Horror Rules for D&D
This post ties into the post about Noise & Alert in the Underdark, but can also be used seperately. What This System Tries To Do The Underdark is vast and dangerous. To try and map it, is folly. Navigation must be done differently; by using all of your senses. Tunnels twist and turn, and may … Continue reading I Have No Memory Of This Place: Navigating The Underdark Through Your Senses in Dungeons & Dragons
"Quietly now. It's a four-day journey to the other side. Let us hope that our presence may go unnoticed." Gandalf This is a specific implementation of my Noise & Alert system, applied to travelling through the Underdark. Part II of this post is up here: I Have No Memory Of This Place: Navigating The Underdark … Continue reading We Cannot Get Out: Giving The Underdark A Mines Of Moria Feel with Noise & Alerts in Dungeons & Dragons
How to add meaningful gameplay decisions to big, dangerous environments.
I've been using the lockdown for, you guessed it, a lot of tabletop rpg's. All this time has given me the opportunity to explore more outside of the boundaries of strictly D&D. As I'm about to return to D&D, I want to include mechanics that I've fallen in love with from systems such as Dungeon … Continue reading 4 Homebrew Rules To Make D&D Follow Fiction, Not Rules
Short-range teleporters can make for awesome combat encounters! Here, I use Dungeondraft to create some quick examples.
What can we learn from video games to introduce interesting gameplay twists ("gimmicks") in a fair way?