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Here's a quick tip for anyone who crafts encounters for The Fantasy Trip or GURPS (or any other RPGs, if one could envision such a thing): Come up with a hook.
It sounds easy, but it's trivial to forget . . . or, at least, I tend to forget it. Keep it short, simple, and maybe a little wild. Brainstorm a handful. Then see what sounds interesting or that fits what's already happened in the campaign. Here are some ideas to get you started.
• A fight where gravity is weird.
• A battle on a time limit.
• An encounter where the heroes want to get hit.
• An encounter where the PCs need to protect something breakable.
• An encounter where the PCs need to break something protected.
• A combat on a moving location.
• A situation (possibly combat?) told via flashback.
• A fight where the enemies are in disguise.
• A fight where the heroes are in disguise.
• An encounter . . . [more]
I make no secret regarding my love of escape-room-type games. I must've played them all, from Soho down to Brighton (well, from Indianapolis to Muncie, at least). Our household also has played our fair share of tabletop escape games as well, to much enjoyment. One of the game series in this vein is the Exit: The Game games, by Thames & Kosmos. We like those boxed games, but that's not what this post is about.
Rather, this post is about the two Exit: The Game video games, available via iOS (how I played it), Google Play, Steam, and quite possibly other platforms I'm missing. Those links are for the first game they released: EXIT: The Curse of Ophir. There's a second one called Trial of the Griffin. I liked them both.
For those who've played a number of point-and-click or adventure-type games, these will feel familiar. They are not. At least, not exactly. In particular, the puzzles are . . . [more]
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