Bring your World to Life with Footprints
DM: As you trudge through the forest, you
encounter… I don’t know… let me consult a table… ogres, I guess…
Players: yaaaay…
Have you ever felt unsatisfied with how contrived your world feels? Like it’s just a series of encounters that don’t connect to each other?
Do you want your world to make sense?
Do you want it to feel alive?
Are you the sort of DM who likes to craft rich, cohesive worlds, full of details, clues and opportunities for the characters?
Footprints is the opposite of rolling off a random encounter table. It builds your encounters into the world, connecting them to everything around them.
If there are goblins in these woods, the first sign of them won’t be a scouting party of 2d4+2 cannon fodder. Like the characters, they live, kill and die their way through this world too.
They leave clues of their presence.
Some clues will be obvious, like goblin tracks, goblin corpses and goblin scouts shooting at you.
Others will be more subtle.
Perceptive players – not characters, players – will notice the signs and prepare for what’s coming.
The other players will have to learn the hard way.
In Footprints, you’ll learn clues you can drop into almost any campaign. It covers nine common enemies (and three weird events) and the unique impact each has on the environment.
Might it get repetitive? Not so! Each enemy has twenty unique clues, sorted into four tiers depending on their power.
After all, a fledging kobold den doesn’t have the same impact as the mightiest dragon-guards in all the realm.
Also, each footprint is flexible. With some creativity, you can offer the same clue twice and your players probably won’t notice.
Player characters leave their mark on the world.
So should their enemies.
DM: As you trudge through the forest, you
encounter… I don’t know… let me consult a table… ogres, I guess…
Players: yaaaay…
Have you ever felt unsatisfied with how contrived your world feels? Like it’s just a series of encounters that don’t connect to each other?
Do you want your world to make sense?
Do you want it to feel alive?
Are you the sort of DM who likes to craft rich, cohesive worlds, full of details, clues and opportunities for the characters?
Footprints is the opposite of rolling off a random encounter table. It builds your encounters into the world, connecting them to everything around them.
If there are goblins in these woods, the first sign of them won’t be a scouting party of 2d4+2 cannon fodder. Like the characters, they live, kill and die their way through this world too.
They leave clues of their presence.
Some clues will be obvious, like goblin tracks, goblin corpses and goblin scouts shooting at you.
Others will be more subtle.
Perceptive players – not characters, players – will notice the signs and prepare for what’s coming.
The other players will have to learn the hard way.
In Footprints, you’ll learn clues you can drop into almost any campaign. It covers nine common enemies (and three weird events) and the unique impact each has on the environment.
Might it get repetitive? Not so! Each enemy has twenty unique clues, sorted into four tiers depending on their power.
After all, a fledging kobold den doesn’t have the same impact as the mightiest dragon-guards in all the realm.
Also, each footprint is flexible. With some creativity, you can offer the same clue twice and your players probably won’t notice.
Player characters leave their mark on the world.
So should their enemies.
DM: As you trudge through the forest, you
encounter… I don’t know… let me consult a table… ogres, I guess…
Players: yaaaay…
Have you ever felt unsatisfied with how contrived your world feels? Like it’s just a series of encounters that don’t connect to each other?
Do you want your world to make sense?
Do you want it to feel alive?
Are you the sort of DM who likes to craft rich, cohesive worlds, full of details, clues and opportunities for the characters?
Footprints is the opposite of rolling off a random encounter table. It builds your encounters into the world, connecting them to everything around them.
If there are goblins in these woods, the first sign of them won’t be a scouting party of 2d4+2 cannon fodder. Like the characters, they live, kill and die their way through this world too.
They leave clues of their presence.
Some clues will be obvious, like goblin tracks, goblin corpses and goblin scouts shooting at you.
Others will be more subtle.
Perceptive players – not characters, players – will notice the signs and prepare for what’s coming.
The other players will have to learn the hard way.
In Footprints, you’ll learn clues you can drop into almost any campaign. It covers nine common enemies (and three weird events) and the unique impact each has on the environment.
Might it get repetitive? Not so! Each enemy has twenty unique clues, sorted into four tiers depending on their power.
After all, a fledging kobold den doesn’t have the same impact as the mightiest dragon-guards in all the realm.
Also, each footprint is flexible. With some creativity, you can offer the same clue twice and your players probably won’t notice.
Player characters leave their mark on the world.
So should their enemies.