Showing category "RPGWriterTips" (Show all posts)

What Failure Feels Like

Posted by Ron Lundeen on Thursday, November 8, 2018, In : RPGWriterTips 

I mentioned in my previous blog that I’m part of a group playing through Doomsday Dawn, the 7-part playtest adventure to test very specific parts of the proposed 2nd Edition Pathfinder rules. We went into this knowing that the playtest adventure isn’t like other adventures—although we’ve been pleasantly surprised by the plots thread running through it. One thing we’ve noticed about the game, though, is that it feels pretty punitive overall. That's particularly obviou...


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Through the Grinder

Posted by Ron Lundeen on Wednesday, November 7, 2018, In : RPGWriterTips 

Even though I work here at Paizo and have close access to the designers, playtest materials, and the first of the Pathfinder 2nd edition material, there’s no substitute for actual table play. I have a group that’s been going through the Doomsday Dawn playtest adventure, in all 7 of its parts. Like many people playing this adventure, our group is behind the formal “one part per two weeks” schedule. We rotate through GMs and play every other week, but life happens to get...


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What PCs Love to Kill

Posted by Ron Lundeen on Friday, November 2, 2018, In : RPGWriterTips 

No adventure author or GM can really predict what their players are going to truly love and remember about any particular session or campaign (in my experience, it’s often to be a groan-worthy joke as anything else*), but you can get a sense of what monsters they’ll remember fighting. If you plan out encounters with these monsters carefully, you can craft encounters they’ll remember long after the campaign is done.

Players’ stories about satisfying, memorable victorie...


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You Can't Get Away So Easily!

Posted by Ron Lundeen on Monday, October 29, 2018, In : RPGWriterTips 

I recently talked a lot about why flying foes can cause problems for low-level PCs, and it reminded me about a related topic from one of the first published adventures I wrote. There’s a monster in 3rd edition D&D called an ethereal marauder. It lives in the Ethereal Plane, from which it can see into the regular world but can’t be spotted or attacked except by certain specific, high-level magic. It darts in from the Ethereal Plane, attacks, and retreats there all in the sp...


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Giving Your PCs "The Talk," Part 4 of 4: GM Text

Posted by Ron Lundeen on Friday, October 26, 2018, In : RPGWriterTips 

A critical part of many adventures is when an NPC gives the PCs the quest, a summary of the situation, or critical information about upcoming events. There are a couple of ways to present this information: in boxed text, in bullet-point lists, in likely-questions-and-answers format, or just in text informing the GM to convey how she sees fit. This week, I’ll break down a few of these and how and when to use each in your adventure prep or adventure writing.

Today I'm talking...


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Giving Your PCs "The Talk," Part 3 of 4: Question and Answer

Posted by Ron Lundeen on Thursday, October 25, 2018, In : RPGWriterTips 

A critical part of many adventures is when an NPC gives the PCs the quest, a summary of the situation, or critical information about upcoming events. There are a couple of ways to present this information: in boxed text, in bullet-point lists, in likely-questions-and-answers format, or just in text informing the GM to convey how she sees fit. This week, I’ll break down a few of these and how and when to use each in your adventure prep or adventure writing.

Today I'm looking ...


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Giving Your PCs "The Talk," Part 2 of 4: Bullet Points

Posted by Ron Lundeen on Wednesday, October 24, 2018, In : RPGWriterTips 

A critical part of many adventures is when an NPC gives the PCs the quest, a summary of the situation, or critical information about upcoming events. There are a couple of ways to present this information: in boxed text, in bullet-point lists, in likely-questions-and-answers format, or just in text informing the GM to convey how she sees fit. This week, I’ll break down a few of these and how and when to use each in your adventure prep or adventure writing.

Today, I'll talk...


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Giving Your PCs "The Talk," Part 1 of 4: Boxed Text

Posted by Ron Lundeen on Monday, October 22, 2018, In : RPGWriterTips 

A critical part of many adventures is when an NPC gives the PCs the quest, a summary of the situation, or critical information about upcoming events. There are a couple of ways to present this information: in boxed text, in bullet-point lists, in likely-questions-and-answers format, or just in text informing the GM to convey how she sees fit. This week, I’ll break down a few of these and how and when to use each in your adventure prep or adventure writing.

Today I'll talk a...


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Flying Foes

Posted by Ron Lundeen on Thursday, October 18, 2018, In : RPGWriterTips 

In one of my recent blog posts, I talked about how flying foes might not be appropriate for low-level parties? But why not? And when might flying foes actually be good to use?

You can’t win if your enemy can strike you, but you can’t strike back. Flying foes seem like the ultimate creatures that can attack with impunity while laughing at land-bound PCs, but they aren’t. Look at the low-level flying foes common in many games, and you’ll see melee creatures that need to a...


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What Traps Say

Posted by Ron Lundeen on Wednesday, October 17, 2018, In : RPGWriterTips 
Traps fill a lot of different roles in an RPG, and they usually say something. Be aware of the message your traps are sending in where they are placed and how they trigger.

Trap in an obvious place (like a vault door): "The builders were serious about this. You should take it seriously, too."

Trap in a not obvious place (like a hallway): "You weren't sufficiently attentive. Here is some injury. Move along."

Trap with effects over multiple rounds: "Pause to consider your abilities. This is an obs...
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About Me


I'm Ron Lundeen, developer for Paizo, Inc., active gamer, and RPG freelancer. I've recently had products in print for Paizo, Wizards of the Coast, Raging Swan, Open Design, Headless Hydra Games, and Rite Publishing. I'm still taking freelance writing assignments, but also focusing on writing for Run Amok Games.


 

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