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I'd say "Show them!" is the best you could do. The bad guys have all the options as well. Let them use Create Advantage and Overcome to their advantage and let the players figure it out. My players learned to use these "obscure" actions, when the Evil Spirit Ninja created the aspect "I'm to fast for you to even attack me!" on himself. This (being an ...


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To me, a dungeon crawl is a mechanics-first strategy-focused RPG that differs from a tactical board game both in its typical level of complexity and time commitment, but more fundamentally in its rewarding of player creativity. 'Plot' and 'Story' are completely irrelevant in a dungeon crawl and, while players do have characters and character interactions, ...



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