Agent Oracle said:Sure, here's the list I'm currently working with. As I use a encounter, i remove it, and think of a new one. it's kind of short right now...
and that's it right now... I've used others like "animal skin nailed to a tree" and "open sinkhole with a stream flowing at the bottom of it" in the past to great effect. And during some of their Travels the non-violent encounters got much more.. well, wierd ("anomalous gravitational pull causes the dwarf to become nausiated") and others only work in context of the environment they were playing in ("Three children, huddled together in the ruins of their destroyed home.")
Did i mention i'm playing dragonstar?
Wik said:You know, I really like some of those ideas, and the more I look at what you've got there, the more I'm thinking I should gank it for personal use.
I like the table in heroes of horror that has something like "100 scary effects". While I haven't run a horror game in a while, I know I'm going to be using it when I get the chance (is there an opportunity for horror in the savage tide? hmm.....)
Aeric said:Another idea I had was to run dungeons abstractly. Rather than describe each individual corridor and room (many of which wind up empty anyways), why not focus on the rooms that have content in them and leave the rest to extrapolation?
Example:
"You spend the next few hours exploring the abandoned dwarven citadel. After searching what seem like miles of twisting passageways, crumbling halls, and abandoned living quarters, you finally come upon an interesting sight: a river of lava, illuminating the otherwise black depths of the earth, spanned by a single stone bridge. Upon this bridge, as if waiting for you, stands a single massive figure...."
Of course, if your group actually enjoys going room-to-room in a dungeon and mapping out every empy room and T-intersection, then this idea isn't for you. I find it to be a way to keep the action fresh and exciting without sacrificing one of the sacred cows of D&D (the dungeon).
Henry said:This one is often forgotten:
COOL FIGHT LOCATIONS
Anyone remember the climax of Indiana Jones and the Temple of Doom? Or the climax of Drunken Master? Or The final chase scenes in Terminator 2? Evocative locations with lots of things to play with make for great eye-candy, and sometimes spur players to inventive solutions to problems. A river of lava cut through the room in the ultimate encounter of my Eberron game, and while the players avoided it and used it to hamper the enemy with battelfield control, they could have as easily used it to advantage in battle, coming up with a creative plan involving immersing their foes. As it was, one PC came DAMNED close to getting dropped while flying INTO the lava! A rope bridge, a warehouse, a factory of some sort, a room with flying boulders, coming up with cool scenery to interact with in combats can turn a plain "trading whacks" combat into a lively event.