Back when I wrote my guide to dealing with overpowered player characters, I had originally planned to get around to writing a separate post about managing the third overpowered archetype: the Controller. I touched on some of it in the article on keeping bad guys alive – but a few topics recently came up that […]
Month: June 2018
Alternate Combat: Brawls, Games, and Chases
Symbaroum is a game system that is weighted heavily towards fighting. You may not always run a combat-heavy game, but there are few avenues for character advancement that aren’t about becoming better at killing people. However, as I touched on in my previous Encounter Design article, there are ways to frame combat that allows your […]
Help! How do I design Scenes and Narrative Encounters? (Encounter Design Part 3)
A few days later, you arrive back at Thistle Hold. The fire of the lighthouse beacon burns bright and guides you home to the familiar stench and noise of civilisation. You approach the North Gate and one of the city guards steps forward. He asks you for the usual toll: One shilling per leg and […]