This will be a starting adventure for characters of 1st to 5th level*. The basic premise will be that the party will be travelling in the wilderness. This is not a particularly strong raison d’etre but it does mean that this also could serve as a drop in side quest to another adventure.… Read the rest
Trappings is Zweihänder parlance for equipment. The default non-setting of Zweihänder uses three base coins, each of which reflects a social strata, brass pennies are used by the poorest peasants in society, the low born, including my PC. Silver Schillings are the currency of commerce and the marchant classes and then gold crowns at the top of the economic tree.… Read the rest
This is obviously another Zweihänder post. I am trying to rattle through them a bit faster than I did the HARP read through for two reasons. Firstly, if you enjoy them then making you wait is not a good thing. If you don’t enjoy them then keeping them coming back for months is equally not a good thing.… Read the rest
We nearly all suffer from something called Unconscious Bias. This is where we are much more likely to believe things that we agree with and disbelieve things that we don’t agree with. In games and especially when you are reviewing a game we tend to think that rules we like are great and rules we don’t like are terrible irrespective of how well they may work at the gaming table.… Read the rest
Today I thought I would outline another 1st level adventure and a bit of a cliche of “Go get the cure”. The villains are Ghouls and seeing as Rolemaster undead are not like DnD undead it is not a bad introduction.… Read the rest
So, I think I have enough of an outline to create the wagon/caravan starting adventure based upon yesterday’s post.
Another cliched starting adventure is starting the party in some sort of jail or prison.
This cliche has the advantage of pretty much forcing the characters to trust each other as if they are on the run then they probably don’t have anyone else to turn to.… Read the rest
The Cardinal Rule of Adventure DesignMatthew J. Finch
A good adventure should maximize meaningful player decisions.
Yesterday I was obviously not that enamoured with the idea of “caravan guard” as an adventure backdrop. I admit that it can be done well.… Read the rest
I appear to have launched myself into something along a 12 days of Christmas run of daily blog posts. It was not intentional, it just sort of happened.
Today I would like your help.
What I want to do, over the next 12 months is produce at least ten 1st to 3rd level adventures.… Read the rest