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Digital Subscriptions > Tabletop Gaming > Issue 12 Oct/Nov '17 > BUILDING AN RPG CAMPAIGN

BUILDING AN RPG CAMPAIGN

Our ongoing column focuses specifically on providing tips, guidance and advice to dungeon masters as they create their own worlds to run campaigns in. Some of the advice will be specific to the latest fifth edition of Dungeons & Dragons, but the majority of the concepts are applicable to any setting, game or ruleset that you prefer. This is the fifth entry in the series and focuses on giving you specific puzzles, riddles and other creative setups to pick and choose from for any existing or future campaign

PART FIVE

Image: Wizards of the Coast.

Welcome to the fifth entry of The Dungeon Master’s Guide to Building an RPG Campaign! In the previous fourth entry of this column it was all about building on your established ideas and crafting an adventure for your players. As a dungeon master it can often be frustrating how easy it is to get derailed and have your players wander off the beaten path. We talked about ways to make new dungeons on the fly that can funnel players back towards the plot or even just how to map out and design a dungeon as players are discovering it, room by room, instead of drawing it all out beforehand. But now we’re going to set our sights on an even more specific area of being a dungeon master: actual specific ideas for puzzles, riddles and other obstacles.

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