actions have consequences. things that your characters do inevitably can affect other people around them. what might they have done in the past that could come back and serve as an obstacle? or, maybe, what could they do now that could possibly raise the stakes just a little bit more?
subplots! be mindful of the subplots you’re adding - but sometimes it might be a good idea to include one if your plot is feeling a little bit empty. not only can it tie back into the overarching struggle, but it could also serve as a way to explore one of your characters or points further.
character exploration. get to know your characters a little bit better! let your readers find out something new. connecting and understanding the people within your story is important if you want your readers to grow attached to them.
world exploration. similar to the previous point, with the addition of creating a greater sense of familiarity of the circumstances that your story is taking place in. remember that nobody else knows the world of your wip as well as you do - illustrate it even further so everyone else can grasp it even better.
let your characters bond! maybe there’s a lull in the plot. if your characters have the chance to take a breather and get to know the people around them, let them! it might help flesh out or even realistically advance their relationships with each other.
I've had a campaign idea for a while where the party chases after a monster/demon that's taken the appearance of a giant fox and they have to hunt it down or trap it, I'm unsure of how to run it as of now, but any ideas are appreciated!
“Listen, the magistrates are already at eachother’s throats as how to classify this mess.... Is it grave robbing if the victim wasn’t buried yet? Is it attempted regicide if she was already dead? All I know is that the court’s willing to pay extra to see this over and done with as soon as possible”
-Roderik Tull, Bounty Officer.
Adventure Hooks:
The Funeral procession of the recently departed queen was attacked while on its way to the royal sepulcher for last rites and entombment. While not even the most desperate bandits would attempt this daring feat, the honor guard present were unprepared to deal with the appearance of a tremendous white fox that emerged from the forest to strike their caravan with lightning-quick speed. Throwing the defenders aside, the fox beast sundered the wagon carrying the queen’s body and savagely mauled the body with one of its claws. Witnesses report seeing the fox “drinking” an unearthly light from the royal remains before taking off once again into the woods. Everyone is pretty sure this is a bad omen, but few can agree exactly what it portends.
Burial rights within the kingdom involve the priests invoking various rituals in order to “sign” which deity has taken up the departed soul, usually this is a chance for the gods to speak, and provide veiled commentary on the life of the lost, but upon the attempted buriel of the queen, it appears as if none of the gods have claimed her. People have begun to whisper that the Fox-beast stole their monarch’s soul, which again.. can’t mean anything good for the fate of the kingdom.
Hunters going after the fox have reported that the woods it fled into have become a haze choked labrynth, with even the most well trod paths suddenly becoming winding meandering things that don’t lead you to their customary exits. A trapper fears for her partner who’s been lost out there for a few days, caught out in the woods when the Fox decided to lay down it’s curse.. or whatever type of spell it’s woven over the landscape.
Setup: Though Psychopomps come in many forms, they are all spirits preoccupied with shepherding mortal souls to the afterlife, ensuring that they do not tarry on among the living become ghosts. While some peruse this task with a solemn determination, and others with a warmhearted cheer, these entities help to maintain the balance of the cosmos, and ensure that the shades of the departed do not overwhelm their descendants.
What happens then, when a Psychopomp abandons their duty? This is what happened to Ruvo, a vulpine steward of the dead who was sent to watch over the ailing health of the queen. Taking the form of a simple grey fox or unremarkable house servent, Ruvo watched over the queen as she spent her last remaining months tending to her gardens, never tarrying to far from her side lest her frail old body finally give out. Newly appointed to this grim task, and not yet assigned to watch over the soul of one yet to perish, Ruvo developed a fondness for the resilient monarch, which over time grew to a protective attachment as he cared for the woman who he was eventually supposed to escort off the mortal coil.
The fox-spirit has made off with the queen’s soul, emotionally paralyzed at the thought of his “ friend” leaving him and perhaps fading away forever. Now perused by hunters, royal guard, and agents of whatever death deity he shirked in the queen’s favor, Ruvo has hidden the two of them away in an isolated spot in the forest, shrouding the surroundings in magic and hoping the whole mess will blow over if he just stays hiding long enough.
Art 1
Art 2
To be an Earthling
Live. Love. Die. Remember.
What Should We Have Tomorrow?
Log Lady
Superhuman Industrial & Immaterial Incorporated
Sacred Forge
The Spider and the City
The Sticker Game
Strange Changeling Child
Anamnesis
standing on the deck of a ship while all the dead men's eyes look down on you from the rigging. just sailing things
Hello! I'd like to share with you a character work game! I call it "Six Secrets" and honestly it's a work in progress but I'm sharing it anyway
1 is an open secret
2 is a secret the people close to your character know
3 is a secret that your character wouldn't really care about getting out
4 is a secret exactly one person knows anything about
5 is a secret no one knows about but they sort of want to come out/to tell someone
6 is a secret no one knows and they desperately don't want anyone to know about.
You can also decide who knows and how
The secrets don't have to have anything to do with your actual plot! The secrets can have super low or super high stakes! It doesn't matter! But you will absolutely have a better idea of your character's intentions and state of mind, and you may wind up coming up with some new plot points/obstacles to play with
You can take your honor with you to the grave. I’m not dying for someone else’s war; I’m not dying for anyone but myself!
So says a Deserter, who takes the military training of a warrior and bends it to means most unsavory. Highly adept at hitting enemies when they’re down, but against an opponent who can give a straight fight, a Deserter will have to be a bit more selfish, setting up advantage with Focused Aim instead. Somewhat of a mix of the Battlemaster and Samurai, mechanically, but the Rogue chassis makes for a very different experience than the raw offensive prowess of a Fighter. Synergizes extremely well with Focused Aim, from Tasha’s, and while potentially doubling your Sneak Attack damage is impressive, it’s actually only slightly ahead of, say, using Booming Blade and keeping your advantage. Naturally, it’s not possible to stack them… at least, not without six levels of Bladesinger, but that means giving up a whole lot of Sneak Attack dice.
“I’m not sure what the foreman means when she says “ Shift’s over, head out and warm yourself up” do you? The whole thing’s buried under a glacier and half the canyon’s still coated in ice. I haven’t been warm since we started this damn excursion! “
Setup: The ancient goliath enclave of Emendurana once surveilled an Edenic valley of delights, but was covered over with glacial ice and buried millennia ago. Little now remains beside stone and the chill of ages, but some vaults may yet hold the secrets of ages past, hidden away from the march of time and empire in the outside world.
Too large and of too historically significant for any one adventuring party to delve, Emendurana has been taken over by the Nhilari Expeditionary Coalition as one of their premiere dig sites. Too often characterized as a “ roving army of mercenary Archeologists”, the coalition has taken careful pains to negotiate with both the dwarven clanhold who hold territorial claim over the ruin as well as those goliath herds who descended from Emendurana long ago.
With Hard weeks of travel through snowy foothills behind them, the N.E.C. Has set up a village-sized basecamp at the opening to the glacial caverns, and is ready to begin the first real forays into the ruins proper.
Adventure Hooks:
Plenty of adventuring groups get their start apprenticing with the coalition, who work hard to assemble synergistic teams of scouts, scholars, technicians, and “strongbacks”. Drawn from their disparate lives by the promise of adventure or steady payment by the N.E.C. recruitment officers, the party will bein their journey by helping their employer to break new ground in Emendurana’s frozen halls.
When a nobleman with a fondness for ancient curios is petrified in his own home by an ancient goliath artifact he recently obtained, the reliquarian who is now at blame for the incident hires the party to help clear their name. The investigation leads to a shifty fence, and a smuggling ring that may be working within the ranks of the N.E.C. to siphon off relics and other treasures beneath the organization’s nose. Ousting these outlaws will require the party to travel far north to the digsite itself, as well as dealing with their agents in the city.
Seeking council from a mystic oracle on their current adventure, the party receives a prophecy that the answers they seek are “beyond the deepest gates of Emendurana”. Research gives the party the location and the history they’ll need, but convincing the coalition that they’re more than simple teasure hunters looking to loot the dig site will take some negotiation.
Keep reading
People seemed to like the previous list, so I thought I’d make some more.
Honorary Titles (courtesy of Vlad)
Free passage aboard any vessel in the fleet
A scroll of any spell the court wizard can cast
A manual outlining the fundamentals of the local language
A portion of land with a fixer-upper of a keep
The finest hound from the kennels
A large, unidentified, jewel encrusted egg
The captain of the guard as a retainer
A map detailing the location of a mythic treasure
The book of vile darkness
A willow extract that cures headaches
A book of coupons (near expiry)
We’re @sashasienna and @jonnywaistcoat, and we make tabletop RPGs as MacGuffin & Co.!
Immersive storytelling games where you and your friends can dive into weird worlds, play fascinating characters and have harrowing adventures!
*sigh* Yeah. Like Dungeons & Dragons
Well, we’ve got a collection of system neutral micro-settings called Odd Jobs - it’s eleven small and fascinating worlds to play games in, each with a campaign you can play through in a month. They’re not designed for any particular system, so you can play them with whatever game you like!
Oh, and it won the 2022 UK Games Expo award for Best Adventure and was nominated for Ennie Product of the Year. Just sayin’.
We’ve just released a tarot-themed magical river game called Upriver, Downriver with our dear friend Ella Watts, in which you play the crew of a ship sailing the Great River, either travelling upriver to the mythical Source with it’s magic and revelation; or downriver towards the unending Sea with it’s freedom and horizon.
We have KER-SPLAT! - a high-chaos, full nonsense cartoon RPG we wrote with Ross Barlow, where the players can’t die and the GM can’t stop them in a hilarious cascade of silly jokes. Also, not to brag, but this is the funniest RPG rulebook you’ll ever read.
We also have smaller games, such as Zero Void - a no-prep one-shot zine game, where you play a bunch of desperate space criminals trying to escape a space station before the law arrives.
Well, following our Tumblr is a great start. We also have a monthly mailing list you can sign up to from our website that will keep you updated on what we do.
We also have a Patreon.
Yeah, like all creators trying to eke out a living, we have a Patreon. If you sign up you get behind -the-scenes updates, small or prototype games, RPG resources, new micro-settings and our monthly TTRPG Gamesmasterclass, where we use our 35(!) combined years of GMing experience to help you run the best games ever.
Then I have great news! We stream boardgames and RPGs every Sunday at twitch.tv/macguffinandco! Jonny also streams videogames every Friday at twitch.tv/jonnywaistcoat, and Sasha steams their Jane Austen Bookclub every Monday at twitch.tv/sashasienna
macguffinandcompany.com, baby!
Because social media is a nightmare hellscape and it’s weirdly the chillest one left. We are on other social sites as well - you can follow us on Twitter, Instagram and Facebook - but this is our favourite.
What are some ttrpg's on your game wish list? Ones that you'd want to play or plan to play (or maybe don't have time to). also as a side note your love for ttrpg's fills me with a lot of joy and reminds me why they're so special! : )
Inevitable: COWBOY KNIGHTS TRAGEDY this is number one i wanna play this so bad with a crew who will watch a few anti-westerns and arthurian films beforehand and fully commit to the tragedy aspect (big bold decisions if you know it ends in tragedy!) oh my god this specific flavor of game appeals to me a little too specifically
some kind of horror game. VTM, Curse of Strahd, Shadow of the Demon Lord, Call of Cthulhu, whatever lends itself to horror well. the horror genre is one of my favorites and i would so be down to play some good horror!!
MASKS as a PC!
and always more dnd.
uhhh I'm sure there would be other things but I don't know many ttrpgs off the top of my head. quite like ttrpgs. would very much like to play more. especially with a group of artists who will post dodoles and songs that remind them of characters and talk about them throughout the week and do psychological deep dives and theorize about the story and themes and and and
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