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	<id>http://legendsofhyrule.net/5e/index.php?action=history&amp;feed=atom&amp;title=Dungeon_Mastering</id>
	<title>Dungeon Mastering - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://legendsofhyrule.net/5e/index.php?action=history&amp;feed=atom&amp;title=Dungeon_Mastering"/>
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	<updated>2026-05-08T12:46:46Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>http://legendsofhyrule.net/5e/index.php?title=Dungeon_Mastering&amp;diff=11847&amp;oldid=prev</id>
		<title>Guy: /* Dungeons &amp; Adventures */</title>
		<link rel="alternate" type="text/html" href="http://legendsofhyrule.net/5e/index.php?title=Dungeon_Mastering&amp;diff=11847&amp;oldid=prev"/>
		<updated>2021-01-01T20:22:33Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Dungeons &amp;amp; Adventures&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 20:22, 1 January 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Dungeons &amp;amp; Adventures==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Dungeons &amp;amp; Adventures==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some day Legends of Hyrule might include entire dungeon spreads or full adventure paths, but for now there are none.  You can either build your own from scratch, adapt existing &amp;#039;&amp;#039;D&amp;amp;D&amp;#039;&amp;#039; paths to Hyrule, or come up with adventures based on &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; canon.  These few pieces of advice can help guide your choices.{{a}}First, when designing or running your own Legend of Hyrule, it&amp;#039;s best to remember on a fundamental level this still runs like a TTRPG and not a video game.  Your players will often find a way around a locked door before they find a Small Key.  Most dungeons in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series are designed for a single player with very limited options, where death is inconsequential.  Needless to say, the dungeon should be designed very differently when there&amp;#039;s a party with thieves&amp;#039; tools and spells like {{&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Spells&lt;/del&gt;|Passwall}}, and many choices risks permanent death.  If you want to replicate a canonical dungeon 1:1 in a tabletop RPG, nothing is stopping you, but just don&amp;#039;t expect it to play out like it would in a video game.  Arguably, the best tabletop puzzles have several different solutions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some day Legends of Hyrule might include entire dungeon spreads or full adventure paths, but for now there are none.  You can either build your own from scratch, adapt existing &amp;#039;&amp;#039;D&amp;amp;D&amp;#039;&amp;#039; paths to Hyrule, or come up with adventures based on &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; canon.  These few pieces of advice can help guide your choices.{{a}}First, when designing or running your own Legend of Hyrule, it&amp;#039;s best to remember on a fundamental level this still runs like a TTRPG and not a video game.  Your players will often find a way around a locked door before they find a Small Key.  Most dungeons in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series are designed for a single player with very limited options, where death is inconsequential.  Needless to say, the dungeon should be designed very differently when there&amp;#039;s a party with thieves&amp;#039; tools and spells like {{&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Spell&lt;/ins&gt;|Passwall}}, and many choices risks permanent death.  If you want to replicate a canonical dungeon 1:1 in a tabletop RPG, nothing is stopping you, but just don&amp;#039;t expect it to play out like it would in a video game.  Arguably, the best tabletop puzzles have several different solutions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Guy</name></author>
		
	</entry>
	<entry>
		<id>http://legendsofhyrule.net/5e/index.php?title=Dungeon_Mastering&amp;diff=10834&amp;oldid=prev</id>
		<title>Guy at 19:30, 16 December 2020</title>
		<link rel="alternate" type="text/html" href="http://legendsofhyrule.net/5e/index.php?title=Dungeon_Mastering&amp;diff=10834&amp;oldid=prev"/>
		<updated>2020-12-16T19:30:16Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 19:30, 16 December 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot; &gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some system-specific guidance for a DM can be found in [[Encounter Building]], [[Progression]], [[Treasure]], [[Downtime]], and [[Variant Rules]].  Of course, the entire [[bestiary]] is full of Hyrulean creatures for a DM to employ as well.{{a}}While Legends of Hyrule has hundreds of pages full of monsters, treasure, and even geography&amp;amp;mdash;and the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; games themselves provides plenty of inspiration on top of that&amp;amp;mdash;the greatest DM relies on skills which cannot so easily be presented.  Know your players, learn the rules or material you want to use, plan but improvise, keep the players at the center of the action, create credible threats and challenging conflict, reward investment but create unexpected twists, and more. What kernels of advice are most useful vary depending on your style and your group.  The greatest asset you can ever have is personal experience and practice.{{a}}Eventually there may be a full in-depth guide for DMing Hyrule specifically.  In the meantime, there are countless resources available on how to be a great Dungeon Master for &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; and other great tabletop adventure games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some system-specific guidance for a DM can be found in [[Encounter Building]], [[Progression]], [[Treasure]], [[Downtime]], and [[Variant Rules]].  Of course, the entire [[bestiary]] is full of Hyrulean creatures for a DM to employ as well.{{a}}While Legends of Hyrule has hundreds of pages full of monsters, treasure, and even geography&amp;amp;mdash;and the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; games themselves provides plenty of inspiration on top of that&amp;amp;mdash;the greatest DM relies on skills which cannot so easily be presented.  Know your players, learn the rules or material you want to use, plan but improvise, keep the players at the center of the action, create credible threats and challenging conflict, reward investment but create unexpected twists, and more. What kernels of advice are most useful vary depending on your style and your group.  The greatest asset you can ever have is personal experience and practice.{{a}}Eventually there may be a full in-depth guide for DMing Hyrule specifically.  In the meantime, there are countless resources available on how to be a great Dungeon Master for &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; and other great tabletop adventure games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Economics&lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Tips&lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Both &lt;/del&gt;&amp;#039;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;The Legend &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Zelda&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; do not simulate a realistic economy&lt;/del&gt;.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;These systems are built with the assumption that &lt;/del&gt;&amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;adventuring&lt;/del&gt;&amp;quot; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;will be the most profitable &lt;/del&gt;use &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of a character&lt;/del&gt;&amp;#039;s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;time and effort.  While there is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[variant rule]] for [[haggling]], even this is an abstraction that doesn&amp;#039;t reflect reality and isn&amp;#039;t included in either &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; or base-&lt;/del&gt;game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;D&amp;amp;D&lt;/del&gt;.&amp;#039;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;{{a}}Fundamental economic concepts&amp;amp;mdash;buy low and sell high, supply and demand, economics of scale, and more&amp;amp;mdash;are intentionally not realistic&lt;/del&gt;.  If &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Hyrulean economics reflected reality&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;simple narrative elements like a timeskip of even a few days could be exploited for huge wealth.  Commonplace supernatural abilities like {{Spell|Fire Bolt}} could be used for nearly infinite free energy, and swift travel with spells like {{S|Teleport}} would absolutely shatter medieval-esque economies in &lt;/del&gt;the players&amp;#039; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;favor.  It is for these reasons and more that prices are meant to be standardized wherever you go; that wood somehow costs the same in a village adjacent to a forest and in the depths of a desert devoid of trees for miles&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{a}}Legends of Hyrule hay have a functional economy if players are focused on adventuring and quests, but if strained it will not hold up to realistic standards. &amp;lt;!--  Cantrips themselves can create the most readily-accessible loopholes at low levels.--&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* Focus on the players.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* Variety. (Don&lt;/ins&gt;&amp;#039;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;t repeat the same type &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;encounters.)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* Keep it moving. (This is why combat is group-based in LoH.)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* Learn to say yes&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(&lt;/ins&gt;&amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;You can try.&lt;/ins&gt;&amp;quot; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; Can I &lt;/ins&gt;use &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;my swim speed to burrow?)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* It&lt;/ins&gt;&amp;#039;s a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;social gathering as much as a &lt;/ins&gt;game. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(&amp;quot;Don&lt;/ins&gt;&amp;#039;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;t forbid people from talking unless that talk is disruptive&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This is why texting exists.&amp;quot;)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* Have fun. (&lt;/ins&gt;If &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you don&amp;#039;t&lt;/ins&gt;, the players &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;probably won&lt;/ins&gt;&amp;#039;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;t either&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Bend the Rules==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Bend the Rules==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Legends of Hyrule includes a Player&amp;#039;s &amp;lt;u&amp;gt;Guide&amp;lt;/u&amp;gt;.  Never forget that every bit of text on this website, and in &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; itself, is only a guide.  It is &amp;lt;u&amp;gt;your&amp;lt;/u&amp;gt; campaign.  Most of the material assumes a very narrow set of circumstances which center around [[combat]], but the world you create and portray need only follow the rules you decide.{{a}}If a player slits the throat of a sleeping enemy, you needn&amp;#039;t roll 1d4 damage&amp;amp;mdash;you can decide the enemy is slain then and there.  If a player casts a fiery spell on a pile of unattended firewood, you needn&amp;#039;t make an attack roll&amp;amp;mdash;you can simply decide the wood catches flame.  Dice exist to provide a sense of risk and chance, to make every action with weight to it feel like a risk, but sometimes the best part of an adventure can be the one which forgoes dice entirely&amp;amp;mdash;at least for a moment.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Legends of Hyrule includes a Player&amp;#039;s &amp;lt;u&amp;gt;Guide&amp;lt;/u&amp;gt;.  Never forget that every bit of text on this website, and in &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; itself, is only a guide.  It is &amp;lt;u&amp;gt;your&amp;lt;/u&amp;gt; campaign.  Most of the material assumes a very narrow set of circumstances which center around [[combat]], but the world you create and portray need only follow the rules you decide.{{a}}If a player slits the throat of a sleeping enemy, you needn&amp;#039;t roll 1d4 damage&amp;amp;mdash;you can decide the enemy is slain then and there.  If a player casts a fiery spell on a pile of unattended firewood, you needn&amp;#039;t make an attack roll&amp;amp;mdash;you can simply decide the wood catches flame.  Dice exist to provide a sense of risk and chance, to make every action with weight to it feel like a risk, but sometimes the best part of an adventure can be the one which forgoes dice entirely&amp;amp;mdash;at least for a moment.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Economics==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Both &amp;#039;&amp;#039;The Legend of Zelda&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; do not simulate a realistic economy.  These systems are built with the assumption that &amp;quot;adventuring&amp;quot; will be the most profitable use of a character&amp;#039;s time and effort.  While there is a [[variant rule]] for [[haggling]], even this is an abstraction that doesn&amp;#039;t reflect reality and isn&amp;#039;t included in either &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; or base-game &amp;#039;&amp;#039;D&amp;amp;D.&amp;#039;&amp;#039;{{a}}Fundamental economic concepts&amp;amp;mdash;buy low and sell high, supply and demand, economics of scale, and more&amp;amp;mdash;are intentionally not realistic.  If Hyrulean economics reflected reality, simple narrative elements like a timeskip of even a few days could be exploited for huge wealth.  Commonplace supernatural abilities like {{Spell|Fire Bolt}} could be used for nearly infinite free energy, and swift travel with spells like {{S|Teleport}} would absolutely shatter medieval-esque economies in the players&amp;#039; favor.  It is for these reasons and more that prices are meant to be standardized wherever you go; that wood somehow costs the same in a village adjacent to a forest and in the depths of a desert devoid of trees for miles.{{a}}Legends of Hyrule may have a functional economy if players are focused on adventuring and quests, but if strained it will not hold up to realistic standards. &amp;lt;!--  Cantrips themselves can create the most readily-accessible loopholes at low levels.--&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Dungeons &amp;amp; Adventures==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some day Legends of Hyrule might include entire dungeon spreads or full adventure paths, but for now there are none.  You can either build your own from scratch, adapt existing &amp;#039;&amp;#039;D&amp;amp;D&amp;#039;&amp;#039; paths to Hyrule, or come up with adventures based on &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; canon.  These few pieces of advice can help guide your choices.{{a}}First, when designing or running your own Legend of Hyrule, it&amp;#039;s best to remember on a fundamental level this still runs like a TTRPG and not a video game.  Your players will often find a way around a locked door before they find a Small Key.  Most dungeons in the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; series are designed for a single player with very limited options, where death is inconsequential.  Needless to say, the dungeon should be designed very differently when there&amp;#039;s a party with thieves&amp;#039; tools and spells like {{Spells|Passwall}}, and many choices risks permanent death.  If you want to replicate a canonical dungeon 1:1 in a tabletop RPG, nothing is stopping you, but just don&amp;#039;t expect it to play out like it would in a video game.  Arguably, the best tabletop puzzles have several different solutions.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Guy</name></author>
		
	</entry>
	<entry>
		<id>http://legendsofhyrule.net/5e/index.php?title=Dungeon_Mastering&amp;diff=8529&amp;oldid=prev</id>
		<title>Guy at 17:10, 28 June 2020</title>
		<link rel="alternate" type="text/html" href="http://legendsofhyrule.net/5e/index.php?title=Dungeon_Mastering&amp;diff=8529&amp;oldid=prev"/>
		<updated>2020-06-28T17:10:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 17:10, 28 June 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Navi}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Navi}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:System Reference]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:System Reference]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;{{stub}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some system-specific guidance for a DM can be found in [[Encounter Building]], [[Progression]], [[Treasure]], [[Downtime]], and [[Variant Rules]].  Of course, the entire [[bestiary]] is full of Hyrulean creatures for a DM to employ as well.{{a}}While Legends of Hyrule has hundreds of pages full of monsters, treasure, and even geography&amp;amp;mdash;and the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; games themselves provides plenty of inspiration on top of that&amp;amp;mdash;the greatest DM relies on skills which cannot so easily be presented.  Know your players, learn the rules or material you want to use, plan but improvise, keep the players at the center of the action, create credible threats and challenging conflict, reward investment but create unexpected twists, and more. What kernels of advice are most useful vary depending on your style and your group.  The greatest asset you can ever have is personal experience and practice.{{a}}Eventually there may be a full in-depth guide for DMing Hyrule specifically.  In the meantime, there are countless resources available on how to be a great Dungeon Master for &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; and other great tabletop adventure games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some system-specific guidance for a DM can be found in [[Encounter Building]], [[Progression]], [[Treasure]], [[Downtime]], and [[Variant Rules]].  Of course, the entire [[bestiary]] is full of Hyrulean creatures for a DM to employ as well.{{a}}While Legends of Hyrule has hundreds of pages full of monsters, treasure, and even geography&amp;amp;mdash;and the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; games themselves provides plenty of inspiration on top of that&amp;amp;mdash;the greatest DM relies on skills which cannot so easily be presented.  Know your players, learn the rules or material you want to use, plan but improvise, keep the players at the center of the action, create credible threats and challenging conflict, reward investment but create unexpected twists, and more. What kernels of advice are most useful vary depending on your style and your group.  The greatest asset you can ever have is personal experience and practice.{{a}}Eventually there may be a full in-depth guide for DMing Hyrule specifically.  In the meantime, there are countless resources available on how to be a great Dungeon Master for &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; and other great tabletop adventure games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Guy</name></author>
		
	</entry>
	<entry>
		<id>http://legendsofhyrule.net/5e/index.php?title=Dungeon_Mastering&amp;diff=8528&amp;oldid=prev</id>
		<title>Guy: Created page with &quot;&lt;noinclude&gt;{{Navi}} Category:System Reference&lt;/noinclude&gt;  Some system-specific guidance for a DM can be found in Encounter Building, Progression, Treasure, ...&quot;</title>
		<link rel="alternate" type="text/html" href="http://legendsofhyrule.net/5e/index.php?title=Dungeon_Mastering&amp;diff=8528&amp;oldid=prev"/>
		<updated>2020-06-28T17:09:41Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;noinclude&amp;gt;{{Navi}} &lt;a href=&quot;/5e/index.php?title=Category:System_Reference&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:System Reference (page does not exist)&quot;&gt;Category:System Reference&lt;/a&gt;&amp;lt;/noinclude&amp;gt;  Some system-specific guidance for a DM can be found in &lt;a href=&quot;/5e/index.php?title=Encounter_Building&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Encounter Building (page does not exist)&quot;&gt;Encounter Building&lt;/a&gt;, &lt;a href=&quot;/5e/index.php?title=Progression&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Progression (page does not exist)&quot;&gt;Progression&lt;/a&gt;, &lt;a href=&quot;/5e/index.php/Treasure&quot; title=&quot;Treasure&quot;&gt;Treasure&lt;/a&gt;, ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Navi}}&lt;br /&gt;
[[Category:System Reference]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some system-specific guidance for a DM can be found in [[Encounter Building]], [[Progression]], [[Treasure]], [[Downtime]], and [[Variant Rules]].  Of course, the entire [[bestiary]] is full of Hyrulean creatures for a DM to employ as well.{{a}}While Legends of Hyrule has hundreds of pages full of monsters, treasure, and even geography&amp;amp;mdash;and the &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; games themselves provides plenty of inspiration on top of that&amp;amp;mdash;the greatest DM relies on skills which cannot so easily be presented.  Know your players, learn the rules or material you want to use, plan but improvise, keep the players at the center of the action, create credible threats and challenging conflict, reward investment but create unexpected twists, and more. What kernels of advice are most useful vary depending on your style and your group.  The greatest asset you can ever have is personal experience and practice.{{a}}Eventually there may be a full in-depth guide for DMing Hyrule specifically.  In the meantime, there are countless resources available on how to be a great Dungeon Master for &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; and other great tabletop adventure games.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
Both &amp;#039;&amp;#039;The Legend of Zelda&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; do not simulate a realistic economy.  These systems are built with the assumption that &amp;quot;adventuring&amp;quot; will be the most profitable use of a character&amp;#039;s time and effort.  While there is a [[variant rule]] for [[haggling]], even this is an abstraction that doesn&amp;#039;t reflect reality and isn&amp;#039;t included in either &amp;#039;&amp;#039;Zelda&amp;#039;&amp;#039; or base-game &amp;#039;&amp;#039;D&amp;amp;D.&amp;#039;&amp;#039;{{a}}Fundamental economic concepts&amp;amp;mdash;buy low and sell high, supply and demand, economics of scale, and more&amp;amp;mdash;are intentionally not realistic.  If Hyrulean economics reflected reality, simple narrative elements like a timeskip of even a few days could be exploited for huge wealth.  Commonplace supernatural abilities like {{Spell|Fire Bolt}} could be used for nearly infinite free energy, and swift travel with spells like {{S|Teleport}} would absolutely shatter medieval-esque economies in the players&amp;#039; favor.  It is for these reasons and more that prices are meant to be standardized wherever you go; that wood somehow costs the same in a village adjacent to a forest and in the depths of a desert devoid of trees for miles.{{a}}Legends of Hyrule hay have a functional economy if players are focused on adventuring and quests, but if strained it will not hold up to realistic standards. &amp;lt;!--  Cantrips themselves can create the most readily-accessible loopholes at low levels.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bend the Rules==&lt;br /&gt;
Legends of Hyrule includes a Player&amp;#039;s &amp;lt;u&amp;gt;Guide&amp;lt;/u&amp;gt;.  Never forget that every bit of text on this website, and in &amp;#039;&amp;#039;Dungeons &amp;amp; Dragons&amp;#039;&amp;#039; itself, is only a guide.  It is &amp;lt;u&amp;gt;your&amp;lt;/u&amp;gt; campaign.  Most of the material assumes a very narrow set of circumstances which center around [[combat]], but the world you create and portray need only follow the rules you decide.{{a}}If a player slits the throat of a sleeping enemy, you needn&amp;#039;t roll 1d4 damage&amp;amp;mdash;you can decide the enemy is slain then and there.  If a player casts a fiery spell on a pile of unattended firewood, you needn&amp;#039;t make an attack roll&amp;amp;mdash;you can simply decide the wood catches flame.  Dice exist to provide a sense of risk and chance, to make every action with weight to it feel like a risk, but sometimes the best part of an adventure can be the one which forgoes dice entirely&amp;amp;mdash;at least for a moment.&lt;/div&gt;</summary>
		<author><name>Guy</name></author>
		
	</entry>
</feed>