It’s quite possible that, when we look at the small things that form together to build a happy life, D&D can be high on the list. This might surprise us. Yet if we think about it, the fact that we get so much joy playing D&D might not be all that surprising at all.
Last month, I wrote about how you might design and run deathtrap dungeons using the Dungeon World roleplaying game. To aid GMs further, I’ve created several custom moves based on some of the most iconic and infamous traps lurking in the Tomb of Horrors. Use them as they appear in your own adventures, or modify them to create custom moves for traps of your own devising.
In this part of the series, I’ll talk about how to create monsters, traps, and puzzles for your deathtrap dungeons in a way that embraces Dungeon World’s mechanics and philosophy. In addition, I’ll explain why hard moves are the most important part of your deathtrap dungeon toolkit, and present a list of 20 hard moves you can use in your game tonight.
In this 3-part article series, I’ll share some of my tips for running deathtrap dungeons using the Dungeon World roleplaying game. By drawing on the lessons of my recent deathtrap dungeon campaign, Black Plume Mountain, and by using my conversion of the Tomb of Horrors as a guide, I hope to give you the tools to design and run exciting, dynamic, and brutal delves.
A couple weeks ago, I wrote of the next iteration of the Great Console War. A few things have happened since then. Everyone hated Microsoft with the fury of a thousand suns for all the DRM and required Internet check-ins and Sony said “we’ll maintain the status quo!” to standing ovations. Then Microsoft said “okay […]
Around 2006-2007, I was involved with a small startup game company called Robot Martini. We focused at first on making small card games by friends. The whole thing didn’t work out. But we did make some cool games. Flash forward to 2012 when I heard a rumor that the company behind DriveThruRPG was starting their […]
An interesting question came up in an online discussion of D&D Next, and I very much anticipated seeing how the answers would play out. The question regarded how players and DMs handled flanking in the playtest, since the current iteration of the rules do not mention flanking. I was most interested in not what people […]