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Howling Tower

Howling Tower: Expect Things to Go Wrong

(This is the fifth installment in a series of articles for players hoping to get the best possible experience from their time around the RPG table.) “Adventures, in retrospect, are pieces of extremely bad luck that missed a fatal ending.” ―Lawrence Griswold, Tombs, Travel and Trouble It’s a shame that Lawrence Griswold isn’t better known […]

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Howling Tower: Taking Players Outside Their Comfort Zones

Balance has always been a big concern among RPG players and designers. My friends and I had our first debate about whether D&D’s classes, races, spells, monsters, and magic items were “balanced” during our very first D&D session. We reached no definite conclusion other than that balance is a fleeting target. D&D is not a

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Howling Tower: Setting the Hook

Adventure hooks are the grease that keeps a fantasy roleplaying game campaign moving forward without snagging up between adventures. When hooks work properly, one adventure meshes into another like the cogs in a fine transmission. Players transition from the third adventure to the fourth adventure like Steve McQueen upshifting from 3rd gear to 4th.

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