Tag Archives: GM Advice

Going Aquatic Part 7: The GM Stuff!

You’ve done it… You’ve got the table onboard (no pun intended) with an aquatic campaign. They’re looking at the world notes, they’re bouncing character ideas around, it’s a solid session zero. But now you’re wondering what to do for their first adventure. Time to dive into the GM side of aquatic campaigns again and look at adventure content.

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Going Aquatic Part 5: Underwater Weirdness

I know I promised some movie analysis to help with your games, but the rewatches, note taking, and all that are more time consuming than anticipated. Not to worry though! Because this is the world building article you didn’t know you needed! Time to talk about how going underwater makes things freaky so you can ramp up the tension at the table when your players take the plunge.

WARNING: this is a broad overview of some of the science behind diving and the physiological effects it has. It’s not comprehensive, and there’s whole books on the topic. Diving without proper training is dangerous in the extreme. This article is just a collection of underwater effects and realities and how they might be applied to a tabletop RPG.

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