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
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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="NotAYakk" data-source="post: 7895269" data-attributes="member: 72555"><p>Part of the above can be solved with the three clue rule.</p><p></p><p>There are 3 clues that the BBEG will use fire magic. There are 3 clues that will turn their world upside down and lead to the next adventure.</p><p></p><p>Not 1 you move to where they are looking.</p><p></p><p>And you can recurse; you can have 3 clues pointing at one (or each) of those important clues.</p><p></p><p>If there is a treasure you want to reward exploration (and not 3 treasures) offer 3 clues to that treasure. One fireplace has a brick with letters describing the secret room. At the room itself, there is a bookcase where one book is inappropriate (pushing it opens the door). There is an air vent with a foul smell coming from it that leads to that secret room.</p><p></p><p>The brick? There are 3 clues to it; a bundle of papers mentions it obliquely, it is the biggest and fanciest fireplace and has a elemental memphit guarding it, and there are blueprints of the house with notes working out how safe fireproof bricks are for storage of paper behind them.</p><p></p><p>The effect of this 3 fold thing is that it populates more of the situation. A whole pile of content was added as a side effect to adding clues. And recursing adds even more.</p><p></p><p>You can also use the rule that everything serves two purposes. One of them can be verimissitude (that the world feels real), but that can be a cop out. Each of those clues we can connect to something else plot wise.</p><p></p><p>The stinking air vent can have a fungus encounter in it. The architectual papers can.have notes about the ritual circle in the basement, or on magic-resistant construction techniques and how to bypass them. The papers that mention the letters in the fireplace can also provide the information that upends the PCs world view (or clues about it). The treasure room itself can have a clue about something different.</p><p></p><p>This can help avoid railroading tendencies we all have. The world becomes full of connections, and not just the path we preplanned. Players could end up approaching our next plot arc along a 3 different directions!</p><p></p><p></p><p>And as a bonus, players sometimes see confirmation of their exploration information. Which can add to enjoyment and encourage exploration.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7895269, member: 72555"] Part of the above can be solved with the three clue rule. There are 3 clues that the BBEG will use fire magic. There are 3 clues that will turn their world upside down and lead to the next adventure. Not 1 you move to where they are looking. And you can recurse; you can have 3 clues pointing at one (or each) of those important clues. If there is a treasure you want to reward exploration (and not 3 treasures) offer 3 clues to that treasure. One fireplace has a brick with letters describing the secret room. At the room itself, there is a bookcase where one book is inappropriate (pushing it opens the door). There is an air vent with a foul smell coming from it that leads to that secret room. The brick? There are 3 clues to it; a bundle of papers mentions it obliquely, it is the biggest and fanciest fireplace and has a elemental memphit guarding it, and there are blueprints of the house with notes working out how safe fireproof bricks are for storage of paper behind them. The effect of this 3 fold thing is that it populates more of the situation. A whole pile of content was added as a side effect to adding clues. And recursing adds even more. You can also use the rule that everything serves two purposes. One of them can be verimissitude (that the world feels real), but that can be a cop out. Each of those clues we can connect to something else plot wise. The stinking air vent can have a fungus encounter in it. The architectual papers can.have notes about the ritual circle in the basement, or on magic-resistant construction techniques and how to bypass them. The papers that mention the letters in the fireplace can also provide the information that upends the PCs world view (or clues about it). The treasure room itself can have a clue about something different. This can help avoid railroading tendencies we all have. The world becomes full of connections, and not just the path we preplanned. Players could end up approaching our next plot arc along a 3 different directions! And as a bonus, players sometimes see confirmation of their exploration information. Which can add to enjoyment and encourage exploration. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
Top