Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Adding Flavor to 3e- Your Methods, Solutions, Philosophies
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Henry" data-source="post: 1403980" data-attributes="member: 158"><p>I need to get to the second half of your question - the specifics.</p><p></p><p>I add flavor in two ways. (1) I add in things and bits from third party supplements that I deny the players. This actually serves to make these things rarer and more interesting when they appear. I also (2) Create some things on the fly, and don't assign more solid rules to them until someone is in a position to know these things. </p><p></p><p>In (1), I ensure that the rules ARE there if I need them. In (2), it really adds the unknown - in some cases the fact that I don't know the whole story until it's time even makes it more interesting for the players.</p><p></p><p>I have a couple of "gamists" in my group - ones who get nitpicky if they don't understand every rule. However, in the end they trust me to make it fun and give them some of what they want - the chance to kick butt, or to get their hands on something neat. The others in the group don't mind so much if something is not excruciatingly detailed or perfect, as long as it's fun. As long as the players get what they ultimately want at least some of the time, then everyone stays happy.</p><p></p><p>Oh, one other thing - one thing that adds flavor to combats especially is having them in exciting places. On rickety bridges, on a rocking boat in a storm tossed sea, in the middle of springing death traps - something that gives the players a new mechanic to play with, and keeps them on their toes. Last game in my FR group was the first time they fought in a seriously underground environment - they're used to open areas, or simple rooms. They fought 6 darkmantles in a 10' wide corridor, FILLED WITH wagons and mules, and all sorts of narrows and twists and turns. Six Darkmantles (CR 1) befuddled a party of EIGHT seventh level characters, and severly damaged two of them. What should have been a cakewalk became an infuriating nightmare of blindfighting, hitting each other, missing, and dispelling. They won, of course, but it really took a lot out of them to do so. Darkness is fun, especially when only one character thought to use light spells to do something about it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 1403980, member: 158"] I need to get to the second half of your question - the specifics. I add flavor in two ways. (1) I add in things and bits from third party supplements that I deny the players. This actually serves to make these things rarer and more interesting when they appear. I also (2) Create some things on the fly, and don't assign more solid rules to them until someone is in a position to know these things. In (1), I ensure that the rules ARE there if I need them. In (2), it really adds the unknown - in some cases the fact that I don't know the whole story until it's time even makes it more interesting for the players. I have a couple of "gamists" in my group - ones who get nitpicky if they don't understand every rule. However, in the end they trust me to make it fun and give them some of what they want - the chance to kick butt, or to get their hands on something neat. The others in the group don't mind so much if something is not excruciatingly detailed or perfect, as long as it's fun. As long as the players get what they ultimately want at least some of the time, then everyone stays happy. Oh, one other thing - one thing that adds flavor to combats especially is having them in exciting places. On rickety bridges, on a rocking boat in a storm tossed sea, in the middle of springing death traps - something that gives the players a new mechanic to play with, and keeps them on their toes. Last game in my FR group was the first time they fought in a seriously underground environment - they're used to open areas, or simple rooms. They fought 6 darkmantles in a 10' wide corridor, FILLED WITH wagons and mules, and all sorts of narrows and twists and turns. Six Darkmantles (CR 1) befuddled a party of EIGHT seventh level characters, and severly damaged two of them. What should have been a cakewalk became an infuriating nightmare of blindfighting, hitting each other, missing, and dispelling. They won, of course, but it really took a lot out of them to do so. Darkness is fun, especially when only one character thought to use light spells to do something about it. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Adding Flavor to 3e- Your Methods, Solutions, Philosophies
Top