Modern game designers talk about mechanics or storytelling when they talk about encounters. I have a different approach that goes to the root of why we play.
Travis Miller's Blog About Sword & Sorcery Fiction and Classic Fantasy Adventure Gaming
Modern game designers talk about mechanics or storytelling when they talk about encounters. I have a different approach that goes to the root of why we play.
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.
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.
An "adventure", in roleplaying game lingo, is a situation or scenario intended for play with a particular roleplaying game within an implied or specific setting. An adventure, as a product class, has a few characteristics that make it different from most forms of written entertainment. What is an adventure for? An adventure scenario is a …
Continue reading What I Look For When I Shop For Published Adventures
Many experienced roleplaying gamers ignore the section of a roleplaying game's core rule book titled "What is a roleplaying game?" Some games don't include that section at all. Most likely, you already know basically how this game works. Swords & Wizardry Complete With the popularity of D&D and actual play videos on the internet, a …
Continue reading Why I Read the “What is a RPG?” Section Of a RPG Book
Starting game masters often build too much of their world before their campaign starts. Too much world building can produce a lot of stuff that players never engage with in play. It can make it hard to use material I find after the campaign starts because I'll have to revise elements of my world or …
Continue reading How I Do Worldbuilding For My Sandbox Campaigns
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