Expanding on the last post, I’ll be providing an example of the Decision Tree campaign model today. No player characters were harmed in the production of this post, I promise.
So today I’m going to talk about a couple of the different models of how a campaign can be plotted out.
So today I’m going to talk about how video games often “gate” content, how it gets done badly and how it gets done well, and how to use it in your own games. (As a reminder, if y’all like what I write, I have a Patreon! The more people tip me each month, the easier it is for me to find the time and focus to write!)
Today, I’m going to talk a little bit about designing a dungeon or other adventure location, and what needs to go into it to get a good experience out of it. This won’t cover details like mapping the area or designing encounters, just the basics of the design work.
Today I’m going to talk about Guild Wars 2, the latest game my spouse and I have been playing, and something it offers that can be put to effective use in our tabletop games that usually doesn’t get tried.
Today, I’m going to dip back into GM advice, because occasionally I get reminded that the world needs a lot more GMs who are skilled, willing, and aware that the game is a shared story, not a case of GM vs players.
Today’s topic is the presence of official secrets in game settings, and when having them can be, if not a bad thing, something really obnoxious. This isn’t the regular small mysteries that provide room for games, mind, but when a developer has a secret or a mystery which comprises a significant chunk of the setting.