Action Module: Environment

Action in a game comes not just from the characters who inhabit a world, but from the world itself. Everything in the world around characters in search of adventure can hold potential. A chandelier could make an excellent means of conveyance across the ballroom, while being a few steps higher on the staircase could give you an edge over your foes on lower ground. With a little muscle power, a table could become a handy barricade and with a little extra oomph, you could knock that big stone idol off of the cliff onto your enemies climbing up after you. The Environment Module provides guidance for how a GM can create exciting battlefields, as well as how to handle how the world and climate impacts adventuring in general.
Category:Rulebook
Category:Action
Category:Environment