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Showing posts from March, 2025

The Planned Chaos: Creating a Flexible World for Players

 In the last session of my campaign, something curious happened: my players were fascinated. There was betrayal between characters, an unexpected romance, a mystery that left them on edge, and a tactical, exciting combat. In the end, they congratulated me and commented that it was evident how much I had prepared the session. The irony is that I hadn’t prepared anything specific for that session. What I actually do is "planned chaos: laying the groundwork for an organic story." This concept may seem contradictory, but it’s an approach that allows me to offer complete freedom to my players without losing narrative coherence. I don’t design sessions with a rigid script; instead, I build a solid foundation before the campaign begins, ensuring that I can improvise with ease. This method requires a lot of preparation beforehand, but it significantly lightens the load between sessions, making the experience much more enjoyable for the GM. How I Prepare Without Preparing My style as ...

Mr. GM, Guide Me into the Cult of Agony

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 In the previous session, one of my players, a devout follower of the god Mythris, discovered a strange sanctuary to his god in the city. It was the headquarters of a secretive and elusive order. He asked to join and undergo the trials required for initiation. Since we were nearing the end of the session and I wanted to make it interesting, I told him we would resolve it in our next session. Over the course of the week, I had time to think about it. The order, I told him, had several levels, each with its own trial. However, only one trial could be attempted at a time, and each trial could only be undertaken once the initiates returned to the surface. They couldn't take all of them in the same "city phase." The first trial needed to be something that could be completed quickly, so that the character would enter the cult and feel motivated to level up. First, we set the trap, and then the bait. For me, the god Mythris is akin to the vengeful god of the Old Testament: powe...

Building a Modular Megadungeon: Design, Challenges, and First Impressions

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 The dungeon in my campaign is created by a Dream Worm , so I thought it would be a great opportunity to experiment with a modular dungeon . The idea is that every time the players leave, the dungeon reconfigures itself based on their dreams and fears. Additionally, random events can trigger shifts in the module layout during exploration. Designing the Modules To simplify the process, I decided to make square modules . I then had to determine how many rooms each module should have and how many modules would make up each floor. Module and Room Count I settled on 12 modules per floor to ensure a good variety of layouts without making the combinations too predictable. Each module contains between 8 and 15 rooms . Initially, I considered 30 rooms per module , but that would result in 300 rooms per floor , making exploration too slow. I want my players to move through multiple levels, so I reduced the number. For reference, adventures like The Hole in the Oak and Against the Cult of...