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Trapsmith: Impromptu Surprises (Part 4)

“There goes my reputation,” Gavin mused. “Renowned trapsmith caught in baroness’s boudoir.” Being spotted by the household guards had been careless. Getting cornered by those same guards in the baroness’s chambers was unforgivable. If they caught him, well, that would be his undoing. Gavin took in his surroundings: he saw a steel mirror and a […]

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From Diablo 3 to D&D: Memorable and Challenging Boss Battles (Part 2 of 2)

Today we’re going to finish talking about boss battles in your tabletop games, including how you can borrow a few ideas from Diablo 3 and other titles as well. Arenas, Temptations, and Movement: Providing a Memorable and Challenging Environment Another idea to borrow from Diablo 3 when it comes to boss battles is to crank

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The Lost GM Scrolls: Mike Mearls on Stepping Up and Taking a Poke at the World

Back in the fall of 2009, Chris Dinkins and I interviewed a host of game designers and novelists who were also experienced game masters. We sent around too many questions to too many GMs and received far too much material for one article to hold. As a result, a lot of great material got scrapped.

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From Diablo 3 to D&D: Memorable and Challenging Boss Battles (Part 1 of 2)

Today we’re going to talk about boss battles in your tabletop games, including how you can borrow a few ideas from Diablo 3 and other titles as well. Making these climactic encounters a true apex to your adventures is crucial, and they are loads of fun to dream up. Remember, folks, D&D invented the “boss

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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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