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Fifth Edition has a lot of cool elements to it that GMs can use: combat, exploration, and, of course, plenty of role play. These are often considered the four pillars of a tabletop RPG. However, I believe that there is a fourth that's just as important: problem solving and critical thinking. And it is arguably the most difficult of the four to plan properly.

This article goes in-depth on how to create puzzles for Fifth Edition, first, introducing common themes, then delivering a step-by-step method for adding puzzles to your own adventure.

Image by the DMsCraft

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