Enter my hastily scrawled notes on Out of The Abyss, the recent adventure module from Wizards of the Coast. These sporadic posts are a place to organize my thoughts on the adventure module, chapter by chapter. I’ve had the privilege of running this module for 4 different groups of 5 players, and therefore the opportunity to experiment with different adjustments & ideas. I hope someone finds them useful.
Tired of “15 minute background questionnaires” that take over an hour? Try this shortened “Real 15 Minute Background Quiz” (actual time may vary). Answer the following questions to turn your character sheet into a biography! What emotion best describes your character? Find one emotion your character exemplifies. Try to use a specific word to describe…
Given combat’s significance in most storytelling-based game systems, it’s imperative that the way we envision it in greater detail than “I full-attack before taking a five-foot step”. While your character’s actions in combat may reflect some pretty dramatic internal roleplaying decisions, I’m probably just waiting for my turn while you roll your five or six iterative attacks. Thus, it’s incumbent upon us all—GMs and players alike—to inject combat with some much-needed literary flourish to further bring the game to life…or at least entertain us while the monk finishes up missing with his or her last unarmed strike.
The exception to the rule comes when tension or opposition within the party results in dramatic/role-playing rewards. In order for the latter to work, remember, both PC’s need to be on the same page. Let’s take an example… The party of 4 PC’s arrive at their destination, at the Fell Keep. The rogue recommends they pay a passing merchant to smuggle them into the potentially hostile city. The wizard opposes him,