home.social

#roleplayinggames — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #roleplayinggames, aggregated by home.social.

  1. In the past two years, I've been the DM for 21 teenagers and 13 adults for their very first D&D game. Cool, huh?

    #dnd #dungeonsanddragons #ttrpg #roleplayinggames

  2. In the past two years, I've been the DM for 21 teenagers and 13 adults for their very first D&D game. Cool, huh?

    #dnd #dungeonsanddragons #ttrpg #roleplayinggames

  3. There Are No Ghosts at the Grand – stripping back the physical and metaphorical layers of a haunted hotel
    By Jordan Erica Webber

    Renovate rooms, investigate the supernatural and watch people burst into song in this surreal British ghost story

    theguardian.com/games/2026/jul

    #Games #Culture #Roleplayinggames #Puzzlegames #TheGuardian #JordanEricaWebber

  4. There Are No Ghosts at the Grand – stripping back the physical and metaphorical layers of a haunted hotel
    By Jordan Erica Webber

    Renovate rooms, investigate the supernatural and watch people burst into song in this surreal British ghost story

    theguardian.com/games/2026/jul

    #Games #Culture #Roleplayinggames #Puzzlegames #TheGuardian #JordanEricaWebber

  5. I had a video come out last Thursday that sparked a much more contentious debate in the comments than I anticipated.

    "When the Table Votes You Out: 3 D&D Stories"

    WATCH: youtube.com/watch?v=BZGY8UJraG4 [22 min]

    #DungeonMaster #DnD5e #DMAdvice #RPGTips #GameMaster #DungeonsAndDragons #TTRPGCommunity #RoleplayingGames #Ruckerworks

  6. I had a video come out last Thursday that sparked a much more contentious debate in the comments than I anticipated.

    "When the Table Votes You Out: 3 D&D Stories"

    WATCH: youtube.com/watch?v=BZGY8UJraG4 [22 min]

    #DungeonMaster #DnD5e #DMAdvice #RPGTips #GameMaster #DungeonsAndDragons #TTRPGCommunity #RoleplayingGames #Ruckerworks

  7. I had a video come out last Thursday that sparked a much more contentious debate in the comments than I anticipated.

    "When the Table Votes You Out: 3 D&D Stories"

    WATCH: youtube.com/watch?v=BZGY8UJraG4 [22 min]

    #DungeonMaster #DnD5e #DMAdvice #RPGTips #GameMaster #DungeonsAndDragons #TTRPGCommunity #RoleplayingGames #Ruckerworks

  8. I had a video come out last Thursday that sparked a much more contentious debate in the comments than I anticipated.

    "When the Table Votes You Out: 3 D&D Stories"

    WATCH: youtube.com/watch?v=BZGY8UJraG4 [22 min]

    #DungeonMaster #DnD5e #DMAdvice #RPGTips #GameMaster #DungeonsAndDragons #TTRPGCommunity #RoleplayingGames #Ruckerworks

  9. Into the Dungeon!!

    One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.

    Why Made?

    Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.

    Location?

    Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.

    Underground Only?

    The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.

    Condition?

    Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.

    Treasure?

    PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it

    Size?

    Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.

    The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG
  10. Into the Dungeon!!

    One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.

    Why Made?

    Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.

    Location?

    Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.

    Underground Only?

    The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.

    Condition?

    Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.

    Treasure?

    PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it

    Size?

    Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.

    The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG
  11. Into the Dungeon!!

    One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.

    Why Made?

    Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.

    Location?

    Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.

    Underground Only?

    The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.

    Condition?

    Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.

    Treasure?

    PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it

    Size?

    Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.

    The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG
  12. Into the Dungeon!!

    One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.

    Why Made?

    Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.

    Location?

    Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.

    Underground Only?

    The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.

    Condition?

    Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.

    Treasure?

    PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it

    Size?

    Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.

    The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG
  13. Into the Dungeon!!

    One of the most common tropes that exist in tabletop role playing games (TTRPGs) is that player characters (PCs) will desire to find and clear the dungeon. This is such a long-standing concept that the first adventures in the first TTRPG was developed around this notion. Everyone desires to take care of these dungeons. Before the first PC is able to enter, some initial questions must be answered.

    Why Made?

    Before anything is made, someone will ask what the purpose will be. A company builds a 50-story tower. That will be so they can have someplace for their office and rent out to other companies for the same reason. A vehicle will be constructed so that it can transport people and supplies to where they are or needed. This principle will be no different for dungeons. A dungeon will mostly be built for some reason other than it is currently used. Some possible examples would be a prison, catacombs, connect different places, or other (possibly benign) reason. None of these will be to trouble others. Catacombs are used to bury honored dead, such as the King and Queen. Prisons are meant to detain those who committed some crime or other violation. The current condition of the dungeon will possess remnants of this regardless of the changes time brings.

    Location?

    Most commonly, the dungeon will be located either close to some major place (city) or obscure place. While both are workable, they are not the only possibilities. In or near the city will allow easy access for PCs who desire to explore. However, it also makes problems for the locals since those wanting trouble will have similar ease. In the remote location solves that problem but creates challenges for explorers who try to explore and bring back anything gained.

    Underground Only?

    The first place that people will think of will be that underground dungeon. This is so common that game masters (GMs) will rarely place them anywhere else. Does that need to remain so? Essentially anywhere that can be enclosed and create trouble for the PCs can be called a dungeon. This could include that forest, some castle, abandoned vehicle or station. The only real requirement will be that it is sufficiently large to allow for multiple rooms to explore. Examples for these alternates would include that office tower, a wizard keep, an aircraft carrier, the Death Star, or anything else meeting this requirement. The tower and keep will generally be above ground while the carrier is on some ocean and the Death Star is in space. Have fun and place some dungeon in these alternative places to surprise those pesky PCs.

    Condition?

    Usually when something is built, the builders will attempt to make the place in pristine condition. This does not mean that it will stay that way, especially if not given upkeep. If the original builder or owner abandons the place, then it will fall into disrepair. Over time, other beings will occupy these places probably making modifications that the original never intended. Goblins could move in and make additional rooms, usually with traps. Another problem might be that rooms would collapse making things troublesome to get through. Water or other substance could drip causing things to become difficult to see, slick to travel through, or other problem. Combining several problems would lead to a place that would make even the best and most powerful PC reluctant to enter.

    Treasure?

    PCs will generally take to dungeons so they can gain the treasure within. Before GMs grant said treasure, they should ask themselves who placed it there and why. The common assumption is that they were left from prior adventurers that died. Usually, some later adventurer will not allow those treasures to remain. Goblins will gather such items to use in their travels. Wolves, squirrels, raccoons and similar creatures will sort through them and claim them for their respective function. More intelligent creatures, like the dragon, will pull everything into one central place so they can guard them better. What defenses are around will depend upon the dungeon’s condition and who occupies it

    Size?

    Among gamers, the five-room dungeon has become popular. This simplistic system tells everyone where and how they enter the dungeon, what problems to expect, and how to exit the place. This system will work great for one-shot games or something that is supposed to be solved with little effort. An effort to improve this problem is done through the megadungeon. The idea here is that for some (usually unstated) reason the dungeon has grown to the size that it cannot be fully dealt with in several years of exploration. The Labyrinth could be considered a megadungoen. A problem here is that the size makes them unworkable for even the best teams and locations. Since their real size is unrevealed, they would cause extreme trouble for anyone traveling anywhere several miles around, which could be the size of the U.S. or larger. A simple solution would be to generate a conventional dungeon of the size that the PCs will reasonably explore.

    The most common troupe of exploring the dungeon carries many challenges that usually is either ignored or handwaved away. Issues like the size, when and why made, original and current function will not come up. The problem of the current occupants will be addressed since the PCs will desire to deal with them. Since every issue mentioned will play into its current design, they need to be brought up in some manner, at least by the GM. It will be appropriate if the players want to go into some location that does not currently exist. In that case, simply add it as though it was always there. This can also be if it was placed where the players have no desire to travel to. With that, move it to where everyone wants to be. The most important issue will be making a dungeon that the players want to explore for some reason. When that is done, there will be some exploration that will entice everyone and they will desire to recreate for many years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Arguments #Creation #Decisions #Design #Dungeons #Games #Gaming #Locations #RolePlayingGames #RPG #TTRPG
  14. I asked this on my YouTube channel @ruckerworks, but would like to cross-ask on Mastodon:

    If it were available, would you take an online course from an experienced DM that teaches you how to become a D&D dungeon master?

    #dnd #dungeonmaster #ttrpg #roleplayinggames #training

  15. I asked this on my YouTube channel @ruckerworks, but would like to cross-ask on Mastodon:

    If it were available, would you take an online course from an experienced DM that teaches you how to become a D&D dungeon master?

    #dnd #dungeonmaster #ttrpg #roleplayinggames #training

  16. I asked this on my YouTube channel @ruckerworks, but would like to cross-ask on Mastodon:

    If it were available, would you take an online course from an experienced DM that teaches you how to become a D&D dungeon master?

    #dnd #dungeonmaster #ttrpg #roleplayinggames #training

  17. I asked this on my YouTube channel @ruckerworks, but would like to cross-ask on Mastodon:

    If it were available, would you take an online course from an experienced DM that teaches you how to become a D&D dungeon master?

    #dnd #dungeonmaster #ttrpg #roleplayinggames #training

  18. I asked this on my YouTube channel @ruckerworks, but would like to cross-ask on Mastodon:

    If it were available, would you take an online course from an experienced DM that teaches you how to become a D&D dungeon master?

    #dnd #dungeonmaster #ttrpg #roleplayinggames #training