Encounters are the basic unit of play in a roleplaying game. Understanding what makes up an encounter is fundamental to game mastering and adventure design.
Travis Miller's Blog About Sword & Sorcery Fiction and Classic Fantasy Adventure Gaming
Encounters are the basic unit of play in a roleplaying game. Understanding what makes up an encounter is fundamental to game mastering and adventure design.
We use the term "writer's block" to describe our inability to deal with the emotions we feel when we face a blank page or a problem with the work that doesn't have an obvious solution. Often writers are blocked and have no idea why. They simply can't come up with an idea. We sit at …
Continue reading On Writer’s Block: Part 2: What I Do About Writer’s Block
A commenter on one of my YouTube videos mentioned that he has trouble with writer's block. As I think many people have that issue, it might be helpful to discuss how I deal with creative blocks. The first thing we have to do is define the problem.
I am working on a series of videos about my method of creating a sandbox campaign. I am four videos into the series. I have seven more shot and I'm releasing them as I get them edited. https://youtu.be/P9SygS7OwRw I originally published this information in a fairly long document in my newsletter archive. If you'd like …
Adventures written by other people can be hard to fit into a sandbox campaign I build myself. There are ways of doing it but it also requires picking adventures that fit the setting I've created. If I create a setting that is very different from the implied or intended setting of the game I'm running then I'll have an even harder time finding an adventure that fits.
The emotional content of many linear story or quest based campaigns typically don't have the intensity and variety I want. That's the main reason I don't run them. I want more complex emotional content in my campaigns. That's why I run sandbox campaigns.
I'm not worried about serious and devoted writers of fiction being replaced by AI.
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