dhyr's page

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Hi,
I always fell that fights were kinda boring. You place a few monsters vs your party then they move one or two rounds until they can reach each other and the next few rounds is just throwing dice over and over again until you did enough damage. With my just started campaign I try to make thinks a bit different. What I want are encounters that forces the players to move a bit more and make tactical decisions to make fights more then just rolling dice and maybe a "ok lets gang up on that one".

However I lack some concrete ideas about what could be done. One idea is to have some sort of endless spawing monsters (or undead coming back to life after slain) so the PC's have to move through a field of monsters to get to whatever causes the spawning.

What are your ideas that you used or can think of. How can you integrate the environment into your fights.


In my next gaming session I plan to introduce the PC's to a new City that has some restrictions on weapon carriage within it walls.
So basically its like "leave everything thats longer then a dagger at the front gate - you get it back when you leave".
However I don't really know how to deal with magic users in this case. It seems to be a bit unfair to take away the fighters Great-sword while the wizard keeps all his "fireball destruction".
The cheap way out would be to have all magic users wear something like a collar that only the guards can remove and that prevents them from using any magic. However, that leads to the question how they would identify magic users in the first place.

How do you handle such cities in your game?


Hey there folks,

I just jump right to my problem: I have absolutely no problems to come up with fun to play adventures, but what I lack is the ability to somehow tie them all together in a big campaign or at least some campaign that is a bit more interesting then "Yeah theres an evil wizard that wants to rule the world and to stop him you need to collect this 4 shard of a fallen star that are spread over the whole world - have fun".

I don't really like pre-defined campaigns like for example Rise of the Runelords. My problem with them is that I feel that they limit your creative potential as a DM and leave me with the duty to read 80 pages and to memories them all so I don't have to look up everything during the game.

What I'd like to have is something like a campaign framework. Something that provides me with a rough overall story maybe with a few plot hooks and recurring characters giving me the freedom to design my own adventures and then weave them into the plot.

So is there something like that out there? Does anyone have an idea for such a framework that he wants to share?