I'm not a big fan of the reality TV show concept myself, but I can easily see these beings as demons or lesser-deities. My guess is that the challenge would be to design a dungeon which the other DM could try to crack with their own set of personal heroes. Each DM would have their own "style" -- one loves dragon-motifs and cults, another loves puzzles and nigh-impossible traps. And a third designs dungeons that are swimming with undead and unspeakable horrors! When your adventuring party cracks another DMs latest design, you win. But if your players bite it . . .
The only problem would be in the spawning of monsters and creation of other baddies to populate your dungeon, without at least some god-like abilities. Perhaps the DMs have to lure the monsters in with food or ideal habitats, or spread rumors around a local village to encourage the formation of a cult within the "ancient" temple . . . I would have to think about how much I'd limit their powers.
Spawning tons of ideas, which means that this is a fantastic post, and the previous comments are all equally thought-provoking. In fact, I will be using this in a game soon -- it's perfect for one I'm running right now. 5/5
I preferred your original BOO! article, but this one still contains some gems. It's weird -- I don't normally even like horror as a genre, but reading these two articles has got me itching to give it a go, at least once. Maybe that's because, as the GM, I will be in control of the situation and thus removed from many of the effects. Interesting . . .
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To be honest, I find the idea of turning an RPG into a market sim to be . . . distasteful. Yes, treasure can be unique and interesting. Yes, we should know how the market will react to said interesting treasure should the players try to pull something like this off.
However, when I describe a forest that "burbles with the sound of a clear spring-fed stream, flowing between rows of trees that grow perfectly straight as the sweet scent of rare, golden flowers permeates the air", I don't want my players to be thinking about how they can sell it all. Perhaps I'm being unfair, but it seems to me that encouraging this behavior would only detract from the game. If anything, I would use the contents of this post to make it as hard as possible for my players to find buyers for their plundered draperies, candlesticks, doorways and stained glass windows.
This is not to say that treasure should all be gold coins, jewels and the like. I just don't want my world turned into a giant flea market, in which every stone, every flower is judged by its market value. This is still a very well-written, well-presented article, and I appreciated the read. Even though I disagree with the premise, it gave me a lot to think about.
This is a great sub, with lots of vivid imagery and a very believable ecosystem! The only gripe I have is that you included "sand-worms", which by this point are so overdone that they actually detract from a setting (in my opinion). Still, I love to imagine the shifting "sands" of semi-precious stones, glittering in a kaleidoscope of color under the sweltering sun.
Fine plot, with a totally unexpected yet thoroughly entertaining debate in the comment sections. I don't personally enjoy neo-feminist villains as they are usually one-dimensional and trite, but this was well-written. I enjoyed the "master" plot of the witch's resurrection.