Posts Tagged by dungeon

GMingAdvice05

My first visit to Gen Con in 2005 was memorable for two reasons. The first was because I got to attend a seminar on GMing. The panelists were some guys — you might know them — from this hot gaming site, Treasure Tables. I sat in the back row and listened to them. Good seminar. Vicky Potter gave me a mechanical pencil — which I’ve still got. I then had lunch with one of the Werecabbages, John E. Ling. We were two of the “Three…

tower02

Today’s guest article was written by Tom Puketza, and he has some practical rules for time-strapped GMs looking to create their own tabletop terrain — as well as a fantastic finished piece — to share. Thanks, Tom! Like any gamer, I like tiles, scenery, and terrain. Like any responsible adult, I have a built in conflict with the expense and time it takes to purchase or make the stuff. Still, I caught the terrain bug somewhere. I hold this man responsible. Nonetheless, as good as…

The megadungeon is a historical and exciting campaign model with a simple appeal that’s a convenient platform for pickup games, but building one can be an intimidating challenge. There are probably as many approaches to building the megadungeon as there are approaches to the megadungeon proper. Here is one such approach. Step 1: Start with the “Swiss Cheese Assumption” This assumes that the ground is full of natural caves, passages, burrows, etc… You don’t need this assumption to hold for your entire campaign world, it…

GMingAdvice01

Some friends drop in looking for an impromptu game. Or maybe they decide to turn left and explore the shaft that leads to a blank spot on your graph paper. Or perhaps the game moved to another location and your prep work was left behind. A disaster in the making? No, an opportunity. A good five-encounter dungeon can easily serve as an evening’s entertainment. So even if your prep time is just the 30 minutes the players are using to get their character sheets together,…