One of the most iconic images of 2015's Mad Max: Fury Road was the image of a colossal storm closing in, and the tiny cars below speeding towards it, desperately trying to get ahead of one another. This kind of storm can be used for setting a scene, increasing tension, and containing an area.
A furious storm outside can act as an intensifier, keeping everyone in a complex (building, dungeon, spaceship, etc.) inside and bottling them up. If you have a murderer or a mystery, this can be a great way to focus on the plot of the time. If your players have special gear or protection, making the storm magical (or the sci-fi equivalent, whether that's cold, nanites, radiation, or whatever), it might let them travel briefly between buildings, but shouldn't let them get away without some stronger form of protection. You might even have competing people or factions trying to get to some kind of protected transport. Storms might also force competing groups to have to work together to survive. An old 3.0 D&D adventure had a similar focus, with players and a group of Bugbears force to work together to survive in a hostile environment. Building some kind of cultural tradition into your world around this, especially in areas prone to storms, like desert tribes or scavengers. Also posted on Game Masters Stash on 17 May 2019. Comments are closed.
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