Over the past several weeks I’ve alluded several times to my ‘evolution’ of The Dread Crypt of Skogenby. For the next several posts I plan to take a deeper dive into the details of that evolution to give you an example of how you might evolve your own adventures.
To set the stage, I need to first tell you about how I updated the adventure. I wanted my players to invest in Skogenby as a place, maybe even choose to come from the village, so I fleshed it out a little bit.
It’s a holiday today here in the US, so I’ll keep today’s post short.
I and the rest of Burning Wheel Headquarters wish you and yours a happy Thanksgiving. We are thankful to all of you who support us in continuing to make games. We are thankful to all of the friends we have made through the years while doing this, and for the friends we hope to make in the years to come. We are thankful for all people out there that have taken and continue to take a stand against racism, misogyny, anti-Semitism, Islamophobia and all other forms of intolerance. We are thankful for all those who stand with our LGBTQ+ family.
I’m writing this from my brother’s home, surrounded by loving family and beautiful things. I’m thankful for how lucky we are, while recognizing that so many other people, here and around the world, are suffering. They lack adequate food to eat and water drink. They’ve lost homes and loved ones. They suffer the injustices of poverty, illness and war. I am thankful for each and every one of you that takes some small step to help mitigate this suffering.
The world of Torchbearer can be a dark and unforgiving one, but it is also one in which we can triumph by working together and supporting each other for a common cause. I remain hopeful the same is true of our own world.
As a special ‘thank you’, here are a handful of magic items for which Torchbearer characters would be very thankful.
One of the biggest challenges Torchbearer GMs face is creating dungeons or choosing published dungeons (especially if they weren’t specifically written with Torchbearer in mind).
I highly recommend crafting your own dungeons if you have the time. It’s fun! The Adventure Design chapter can help make it a snap, too! But you don’t need to shy away from published adventures, even from other games. They’ll make your life easier.
Whether you choose to make your own or use a prepackaged adventure, you’ll get the best results if you play to Torchbearer’s strengths.
As a Torchbearer GM, your job is to create opportunities for players to make choices.
The communities you’ve placed on your map have problems! Not only do they face the possibility of real-world horrors like natural disasters, war and plague, the lands surrounding them are filled with goblins, dragons and evil enchanters. The dungeons and hazardous locations on your map won’t just exist in isolation (for the most part), they’ll create direct and indirect threats to the settlements on your map, and the people in those places will notice!
Last week I wrote about creating the map for my new campaign. Finishing the map (for now) wasn’t the end of my prep for this campaign, of course. Before I could even think about prepping the dungeons, I had to get down some details important to character creation.
The first thing I did was give each of the settlements on the map their own skills and traits so the players could choose for their characters to come from those places. In a pinch, I could have just used the templates from the core book. Asktoft could just be a Busy Crossroads. But this is an opportunity to give the place its own character and feel.