Brick by Brick Design: You Are Here

While working on the upcoming Brick by Brick: Floors product (follow-up to Brick by Brick: Doors), I stumbled across a strange idea. If context is so important for everything in a game encounter, do we sometimes need some sort of inspiration to determine how the PCs have come to a particular place? Arriving at a…

Designing Better Encounters

As I’ve begun work on yet another product idea, I’ve wondered at the different elements of RPG encounters. What are some of the pieces that make some encounters successful and others less so? For myself (and most gamers) I suspect that the biggest piece of the puzzle is engagement. Are the PCs involved? How do…

One Spot Design: Hooks – The Reeve

Now that we know a bit about our fallen reeve Quentus and where he hangs out, we can start looking at some ways to hook both sides of that equation into an existing game. Much like with Mr. Hand from Hand’s Goods, Quentus straddles multiple worlds in his pond of existence… Quentus operates with authority…

One Spot Design: An NPC – The Reeve

It’s time to learn a bit about the main NPC for the next One Spot supplement… Reeve Quentus. He’s got a bit of a problem… Overview The Reeve in town was a good man once. But when you deal with scum and villainy regularly, it’s difficult to avoid becoming a bit tainted yourself. As Nietszche once…

Ten Ways to Introduce a NPC…

As GMs, we always have a cast of characters rotating around the PCs to help us tell the story, but sometimes it’s difficult to get NPCs into the story. Here are ten possible ways to do get your PCs to sit up and take notice… Have the NPC collapse just outside the party’s campsite. Send…

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