
Using Sabotage in your RPG
11/15/20 • 6 min
Hey Storytellers,
Sabotage is usually associated with planting explosives and blowing up a building. In a high fantasy or another genre that may not be an option. But that doesn't have to stop you from running a game of sabotage.
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How would it work? Well, think about sabotage being related to information or anything else that could hurt a rival faction or country. It doesn't have to be destructive in an overt way. Instead, it could be planting evidence on a top official, giving a known spy misinformation to then attack the enemy in a different spot, or it could be using some magical means to blow something up.
Hey Storytellers,
Sabotage is usually associated with planting explosives and blowing up a building. In a high fantasy or another genre that may not be an option. But that doesn't have to stop you from running a game of sabotage.
Learn more at https://skullrpg.com
Get the free Tell Your Story course here: https://skullrpgbooks.vipmembervault.com/products/courses/view/1047566/?action=signup
How would it work? Well, think about sabotage being related to information or anything else that could hurt a rival faction or country. It doesn't have to be destructive in an overt way. Instead, it could be planting evidence on a top official, giving a known spy misinformation to then attack the enemy in a different spot, or it could be using some magical means to blow something up.
Previous Episode

Build suspense by using a Countdown in your RPG
Hey Storytellers,
When most people think of a countdown they think of the classic sci-fi trope: the self destruct sequence. This is how that goes down. The captain is threatened and decides to start the self destruct sequence. Then the conflict is escalated and eventually, the clock is stopped with mere seconds to go. Everyone breathes deep and the credits roll - looking at you Star Trek.
Learn more at https://skullrpg.com
Get the free Tell Your Story course here: https://skullrpgbooks.vipmembervault.com/products/courses/view/1047566/?action=signup
Ok, but how can you run something like this in your game that actually works?
The key is to NOT put down a stopwatch or other timekeeping device. Instead, figure out how many minutes you want to have in your countdown and translate that time into rounds in your RPG. So 3 minutes could be 30 rounds, and so I would use a 30 round counter (2d10 of different colors if you don't have a tens d10 die).
Or if you are running a battle and they have to hold out until reinforcements arrive in three days, then you figure out what waves of enemies are coming and when they will come.
Running a countdown can be fun as it adds suspense to the game session and gives the players an easy sense of purpose. Listen to the episode to hear even more ideas on how to run this in your game soon.
Next Episode

Build suspense by keeping your players moving in your RPG
Hey Storytellers,
Keeping your players moving is all about not allowing them to stop and rest. In a game like Dungeons and Dragons that can cause some anxiety in your players. Typically the party moves at the pace of the spell caster(s). Once they are out of magic or cool tricks then the party should rest. I know that D&D 5e made this more balanced, but even if this isn't your players' style let's examine what this can do for you the game master.
Learn more at https://skullrpg.com
Get the free Tell Your Story course here: https://skullrpgbooks.vipmembervault.com/products/courses/view/1047566/?
Your players have just walked through rooms of enemies with ease. No damage is taken and most of their magic is intact. What could you do to spice up the game more?
One idea would be to have the room they need to leave has a locked and trapped door. The lock will need an 18 or higher on a d20 to open (since you know the rogue's skill). So they might need 18 rounds to open unless they roll lucky. If you tell the rogue after his/her first crack at it that it looks very complex you might want to take 20 on it. You have now delayed the players. Now spring the trap once you say that to have the team make a check to hear what is coming down the hall. Then have many small level monsters coming to the players and they need to get the door open and fend off this attack. After 18 rounds they open the door and flee through it. With the horde of small monsters on their heels.
To not kill your players have a rope bridge in the dungeon they are exploring that can easily be cut to stop the seemingly never-ending horde of monsters coming at them.
I guarantee your players will talk about that adventure for a long time.
Listen to the episode for other ideas of how to run this concept in your game.
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