Wanna see how to make Travel better with FEAR?! Watch this • Travel SHOULD be Scary in your Games!
I aim to make Sanctum a game all about risks and taking them! Dungeons aren't just underground spaces, indistinguishable from other places, and instead have things like a Dungeon Die to act as a doom clock that ticks down whenever you do a significant activity! It is design intended to keep tension and to keep dungeon crawling feel like a time to really think about what needs to happen next!
I've talked about Travel & Dungeon Delving on this channel before. However, I firmly believe that travel should be scary, tense, and risky. Without such things, travel becomes a boring distraction that only wastes time. Without risk and tension, travel is just an imaginary sight seeing tour with no benefit other than getting to... not make choices and not actually playing.
I believe that travel in D&D, or any other ttrpg that involves traveling across a super interesting world, should be filled with choices, risks, and horrors, to give weight to it, to distinguish it from the rest of play, and to give the players the feeling of having to try and survive... in a land that is trying to fight against them for survival!
SUBSCRIBE for more fun & informative videos.
-----------------------------------------------------------------------------
My Linktree:.. https://linktr.ee/DungeonBits