Category Archives: RPG

Steal My Idea: Unique, Mildly Impressive Starting Abilities/Equipment for RPG Campaigns

 

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[Very stock-looking stock image courtesy of Pixabay.com]

I’ve been kicking around a campaign mechanic for a while, so I thought I’d document it and share it with you.

The idea is that each player character gets one useful item or ability that has a drawback or they can’t use it with too much frequency. Continue reading

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Steal My Idea: How Do You Keep from Railroading Players?

 

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[Image provided by Pixabay.com]

This is as much one method I use to keep from railroading players for others to use as it is an invitation for you to share your favorite methods with me and others. Finding the balance between planning an adventure and letting the players influence or change the outcome is a difficult task for any GM. While there are many ways to do it, here’s one I’ve used that works well.

 

Have a specific goal but get there in broad strokes. Continue reading

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Steal My Idea: 6 Unique Items to Pepper into Your Game (or to Ask Your GM for)

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[Image courtesy of Pixabay.com]

Items and weapons are one of my favorite things to discover. Even items or weapons that use a spell effect or something already established in the system are more fun when you put an interesting spin on them. You can use them for loot, villains’ items, or things to add something unexpected. These are far less complicated and easier to slip into your game than The Ring of Exponential Value or The Rings of the Two Best Friends. Continue reading

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Steal My Idea: 3 Memorable Boss Battles for You to Steal

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[Lounging demon provided by pixabay.com]

The promise of a future battle with a formidable antagonist can help motivate players, and defeating a boss can be an excellent segue into a new part of a campaign. However, the impact of boss battles can fall flat if nothing about them stands out as being special, unique, or game-changing. Whatever you choose to do, a boss battle needs to stand out in a memorable way Continue reading

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Steal My Idea: The Church of Gobbleguk

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[Bobbit worm (enice apohroditois) photo from Wikipedia.org]

For a D&D 5e game I just started playing, I wanted to roll a cleric. The twist was I wanted my cleric to be a devout cultist who had insane ideas about the world but wasn’t trying to bring about an age of darkness or release Cthulhu upon the world. I wanted to make a fun cult that had crazy ideas but that a player could still follow with a (mostly) good character.

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Steal My Idea: 3 Alternate Effects from the Undead

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[Thoughtful skeleton with chain courtesy of Pixabay.com]

Undead creatures are some of my favorite. In Pathfinder and 3.x D&D, the downside is that undead tend to only have a few secondary effects, such as paralysis, energy drain (ability score damage), disease, and fear. Continue reading

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Steal My Idea: Making Tension High

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[Image courtesy of Pixabay.com]

Raising tension in an RPG is a unique and often difficult task. Pacing can make or break tension and the cycle of tension and release (Here’s a video explaining the cycle of tension and release if you are unfamiliar with it). Keeping players and yourself riding that wave can be difficult, but it is also rewarding when you pull it off. Here are some tips I’ve discovered and used over the years to help raise tension when you want to.

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