-The Jackalmen of the south: Rituals, psuedoEgypt, astrology, the Lottery In Babylon, curses, golden knives, dust, robes, devouring.-Kimberly's character has fallen in love with one of their priests.
-Here is the key GMing issue in the upcoming session: the games are fun--chaotic and fun, but the PCs are in the blue dragon's fortress and the dragon should loom over the action, thematically, dramatically. Ferox the Incinerator has to regularly reappear in the players' minds in order for the tension to build.-I admit, I've been falling down on that. Largely concerned with keeping the tactical chaos rolling in the last session (-Izzy: "Three different wines and D&D. I love this night! I might be drunk. Thank you swype for fixing ny fucking typos."), and a "welcome to the new location, everything is confusing" situation before that. Keeping a single objective in front of the players without spoiling the mystery of the location isn't easy.
-I think I need to make the dungeon a little more transparent than I'm used to. Just hand a few ideas about how it works over. Something simple, but which can be gamed. When the dragon's here, you can do this, when the dragon's there you can do that, you want this, the dragon wants that. The creatures relate to the dragon this way... etc

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