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Howard Beleiff
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This is the fellow who taught you to play RPG's, you just didn't know it...

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This is the fellow who taught you to play RPG's, you just didn't know it...

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Gary Gygax Didn't Invent Roleplaying Games, this guy did!

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My Recent Trip to the Land of Make Belive
Happy Friday to all the eyeballs that fall here!  Let's start the day with a fresh podcast, maybe something a bit longer, with two people having a conversation about gaming and creativity?  That's right you lucky somofabitch, it the GoblinStompCast Dynamic ...
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Wanna know how hot it is in Philly? Ask these guys...
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yes, yes, and more yes
In reference to a recent thread on secret doors... I'd like to give my take on it without where I won't get in the way.

From the original post... "...secret doors to perform their primary function: rewarding players for skillful dungeoneering."

I take a different approach. I don't design my dungeons in relation to "What is fun for the players", but instead, "What does the creator of the dungeon need?" In that case secret doors fill the needs of the dungeon creator... let's say a powerful wizard who wants to hold prisoners, store his treasures, and experiment with certain arcane magics. In this case secret doors would serve his purposes. I take no cognizance of what would be fun for players at all when I design my dungeons. Frankly, I think they will have more fun if the dungeon is built according to the dungeon creators needs than if I deliberately put things there to be "fun for the players". My players tend to reject that as "fluff" and don't like it. They want rough and tough stuff that they can really think through and tackle with their own smarts... not set piece stuff that is there because I think that will be fun for them. So when I have a trap, it's there to kill, maim or capture, according to the desires of the dungeon creator. If I have a secret door its there to hide something, either a passage or a treasure, and it's design is such that it would be hard to guess it's there, or figure out how to open, or it might have a trap linked to the entrance. Or some such. Anyway, that's my take on it. I think my players, those cunning bastards, appreciate it.
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