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Howling Tower

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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Howling Tower: Placing Traps to Serve a Larger Purpose

The trap is a D&D icon. Classic dungeons such as Tomb of Horrors and The Hidden Shrine of Tamoachan are famous for their mechanical ambushes. Traps are so central to the concept of dungeons that an entire class—the thief—was developed to deal with them (along with locked doors). In real life, of course, archaeologists have

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