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Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry's best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don't suck, written by authors with decades of experience and prominent published credits. By the time you're done reading this book, you'll be on the path to designing great adventure modules on your own. Bonus: This PDF includes a digital copy of the original How To Write Adventures Modules That Don't Suck (2007). Whether you're an experienced writer or an aspiring novice, you'll find something of value in this book!
Never run out of scenario ideas again. This book contains 100 generic fantasy plots for you to use with your fantasy games. Each plot consists of a premise, three twists and an epilogue. Some can be strung together, others could form the basis of campaigns. Part of the successful 100 Adventure Seeds series.
Do you play Dungeons and Dragons or Pathfinder? Are you spending hours on GM prep? Well, no longer. Cut down game master prep time with 25 1D100 fantasy random tables. Find items for a cell, a wine cellar, a dead orc, and more. Also, exciting random encounters for different terrains. Plus food and drink. Some of the tables in the book: Inn Names Names of Knightly Orders Desert Encounters Forest Locations Road Encounters Items in a Cell Items in a Chest Items on a Dead Orc Jewelry Items in a Wagon Items in a Wine Cellar Beers Thieves Guild Quests Dungeon Health Side Effects Get The Book of Random Tables and The Book of Random Tables 2
In a world buzzing with technology and creativity, hobby writing has become more than just a pastime; it has emerged as a vivid expression of passion and imagination. For many, writing has always been at the intersection of creativity and challenge, allowing stories to flow from the depths of the mind and onto the page. In an age where narratives are crafted not only in books but also in the pixelated realms of computer games, the potential for inspiration is limitless. Computer games, once regarded simply as entertainment, have evolved into multifaceted experiences that integrate story, art, and music, forging deep connections with players. They craft rich narratives that captivate audiences and encourage engagement on multiple levels, resembling modern-day interactive novels. This evolution offers aspiring writers a treasure trove of inspiration. Whether it's the intricacies of character development, the nuances of world-building, or the delicate balance of plot pacing, the gaming world provides a myriad of lessons for those eager to pen their own stories.
Former adventurer and treasure hunter Sheva Callister is offered a special, mysterious reward by a noble from the city of Ptolus in exchange for her retrieval of a seemingly unimportant brooch. Against her better judgment, Sheva takes the job and finds herself in a complex web of deception. Young adult.
Are you ready to learn how to make your story ideas leap off of the table and into your players hearts and minds? Do you need ideas on how to keep your friends engaged in your role-playing game? Tired of just running the same types of games over and over? Find out how to breathe new life into your tabletop RPG (i.e. Dungeons and Dragons, Pathfinder, etc.) with these 19 different adventure ideas. Keep your friends wanting to come back for more. The solution is to vary the games ideas you play and that is just what Get Your Game On gives you. It works for any RPG system. If you are playing Dungeons and Dragons 5e or 3.5 or even 2. Any version of Pathfinder, Gurps, Shadowrun, Night Black Agents, Mutant City Blues, Vampire: The Masquerade, seriously ANY and ALL tabletop RPG games. Here is what you will discover in Get Your Game On - Easy to use examples to take your campaign to the next level - How to setup epic battles - Creating Rival Factions - Gathering clues to solve mysteries - Adapting power vacuums into your dungeon crawl adventures - and much, much more! You will also learn: - Ways to NOT bore your players - Creating epic stories together that they will talk about for years to come - Learn how to truly engage your players in the game - Creating choices without spending hours preparing So take your Game Master skills to epic levels by clicking the Buy Now button at the top of the screen. You won't regret it!
This story mechanism book has tools to help create story plots, twists, theme, mood, motive, foe, story seed, scene action, transition scenes, narrative, and work with the main conflicts. The tools may be used separately, together, or selective. This meant to aid or take the place of a Gamemaster (GM) for creating stories, twists, and quests. Current length is 49 pages including cover, front matter, and table of contents. the generators are 2 pages each — one of them is the table turned sideways for printing. This book either suggest, or refer to tables (a few which are in other Mechanism series books) for story ideas, design, and actions. Its generic enough for any game or story genre. The 13 tools included products: Flash RPG: used to create micro stories, adventure seeds, or background stories. Three Conflict Chain RPG: expands Flash RPG. Deep Dive Engine: New, expands the RPGs further. Scene Action Generator: New, adds action words to a scene. Transition Generator: New, adds transition scenes to a story. Solo Game Engine: Used to make decisions and take place of GM. Plot Generator: 144 plot action keywords Twist Generator: 144 story twists arranged by type and question word. Theme Generator: 144 sets of themes. Foe Generator: 144 antagonists or foes. Motivation Generator: 144 motivations arranged by need, morality, personality, etc. Mood-Emotion Generator: 12 types of feelings arranged by degree of intensity. Modifier Generator: 144 modifier words to modify plots, actions, or almost anything
Aldis, the Kingdom of the Blue Rose, shines as a new light following the dark age of the Sorcerer Kings. Now, envoys of the Soverign's Finest strive to protect Aldis. Aided by the rhydan - their psychic animal allies - the champions of the Blue Rose guard the Light against the power of the Shadow. This book gives your everything you need to play.
A hotbed of adventure opportunities awaits gamers in the roiling maelstrom of the Elemental Chaos. This game supplement builds on the overview of the Elemental Chaos presented in the "Manual of the Planes" supplement.