Creating a specific Web of Intrigue for a social situation players will encounter can be a very strong aid towards immersing players in a social quagmire they will have to navigate. In this article I will articulate how I have created a web of intrigue for my current campaign, and how I plan to continue the trend.
GMs definitely need to enforce strict "in character" play, eliminate "across the table" chatter, and by doing so - set the scene for an awesome role-play experience!
In the World of Star Trek," authored by David Gerrold, Gene Roddenberry explains how a central character trying to solve one or more needs builds drama into any type of story.
A few ways to handle PCs navigating a maze within your games.
Quick effective tips on making adventure design and gming a little easier.
30+ Burial Customs for building cultures
You just lost The Game.
Some guidelines on making workable martial art styles within a game.
Twenty questions to help create a cult.
Advice on how to handle land ownership in fantasy settings.
A boring factual retelling of the complete history of the world
Have you ever been in a position where you needed a quick break but your players were too ancy to break as well?
Potions and other alchemical concoctions are often no more than funny-colored water in a bottle; what of the strange and unusual components used to craft these marvelous items?
It is December 24th. People around the world are doing last minute shopping, traveling, and getting their work done. The world is filled with moments of joy and amusement as the world is desperately getting ready for a joyous holiday (or going to the movies or Chinese food w/ the family… depending on the tradition).
Then, the Gates open and the world changed. Mythics began to appear. However, out of the gates, yes those magical gates, out pours death and mayham into the Malls and Streets. They don’t have a name, nor do they give one. Some call them demons, aliens, or experiments; others just call them Monsters. The Elfs, they call them Grinches.
This is where the citadellians share and collect our tales of playtesting each others submissions.
Sometimes is the true face of a thing forgotten, when you live in comfort, and are not forced to coexist with it.
The landscape is a product of nature’s own processes and humanoid activities troughout centuries or millenia.
How can we capture this in our stories, and deliver vivid and semi authentic descriptions?
Nooo!!! Don’t… touch that….
Curse those greedy delvers! But what with? I know! How about Aurophobia, fear of gold? Or Barophobia, fear of gravity? And I can hit that annoying wizard with Bibliophobia, no more spells for him!
Tips on how to create five room dungeons that can be used for any location, are short, are quick to plan, easy to polish and plan, flexible in size and easy to integrate into your campaign.
On route from Geli to Nekrass the characters meet a peasant boy on the road. He's wandering in the direction from which they've just come. If this seems a little bit incongruous, they may wish to ask him a few questions. He's perfectly willing to talk: he's called Lamish and he's run away because he knows he is the heir to the throne of Geli and his parents didn't believe him. How far is his home? About five weeks walk from here. How much has he eaten? Nothing. Has he drunk? Only from the filthy roadside ditches. In short, it's a wonder he is still alive. And yet he seems perfectly healthy.
Is he a thief, waiting for travellers to trick? Is he lying because there's something more sinister under all of this? Is he telling the truth? And anyway, what should the characters do? Do you take him to Geli? Do you try to find his parents? Or leave him to make his own way?