Michael Giles
Book of Dungeons 9
( June 30, 2018)
- This is a small group of raw, outlined, Dungeons for you GMs to use.
- The dungeons are NOT finished, so you can have the freedom to fill in the content you dream up.
- Print and modify them to your own liking.
- The KEY at the end of the dungeons will translate the symbols drawn into each dungeon.
- Some labyrinths, tombs, crypts, catacombs, graveyards, cities, towns villages, as well as continents and sites, will be listed in the near future. Keep checking back for role-play content you can use.
- I keep all my structures basic and simple, so you can dream of the content within each one.
- Keep role-play alive, pass it on.
- Share them with your friends.
- Happy adventuring!
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My Rant:
- Imagination and creativity is steadily being thrown aside.
- The spirit of role-play is being experienced less.
- Intellectual talk and debating over every aspect of the gaming system being played is killing why people gather to play.
- DO NOT stray outside the boundaries of make believe during an adventure. It kills the reason you gather. Stay in character.
- Your mind is an amazing tool for imagination; don’t underestimate it.
- Be wary of overthinking every detail of every ruling at every turn.
- Let your imaginations flow without another binding you down to too many rules and stipulations, and you will learn just how much fun you can really have.
- It is disappointing to have seen only a few truly experience the essence of role-play. But this can be remedied by a good G.M.
- Stop talking and listen to the G.M. (considering you have a good one). Listening is the most important aspect in gathering for an adventure. If you do this first, you will see the world he or she does, and it will take you away. Simply be still, quiet, and listen. When it is your turn, be ready. Do not decide what you will do when the G.M. tells you it is your turn – be ready beforehand. If you do this, you and your friends will notice a change, and you will be amazed by what happens.
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