One of the things we enjoy the most about tabletop roleplaying games is the collaboration taking place between Game Masters and players during a game.
This article is meant to provide a number of encounter building guidelines in order to keep your players engaged, tax their resources, and make them think outside the box.
We’ve all seen the classical combat encounters while traveling between cities. Monsters appear, and there is only one way through: killing them.
One of the core complaints I have of Fifth Edition’s word choice in this matter is that the term “Deadly” when applied to encounters, doesn’t really mean deadly, especially if the party is fully-rested.
Conflict in tabletop roleplaying games should never feel routine.
Today I have five excellent examples from those GMs of how to ramp up the excitement and drama of your games.
Using one format for all types of adventures unchangingly is a problem. You want to adapt the format according to the style of adventure (investigation, exploration, combat-heavy, event-driven, etc.)
I’ve come to quite enjoy the AGE (Adventure Game Engine) System from Green Ronin. For a longer time, I’ve been interested in random encounter tables.
Using line of sight to add dynamism to your map and encounter is designs is cool, and so are you. Let’s dig into this simple but infinite mechanic.
Goblins are a pervasive early encounter option for multiple game systems