Information management is one of the trickiest parts of adventure design. Our Megadungeon has a story to tell. We have to figure out how to tell it. And also figure out what that story actually is.
How do you start a campaign? Well, that all depends on what you mean by “start.” There’s lots of ways to start a campaign. Let’s start by talking about how you start starting a campaign. Preplanning and premises.
It’s time for my monthly site news. It includes a new feature, actually planning an actual schedule.
Here it is: the awaited solution to the Infamous Angry Riddle Solution. Enjoy. Hahaha. Just kidding. You’re going to hate it. And I’m not sorry.
Hacking is bad for your game. That’s an undeniable fact. So, if you’re going to hack your game, be prepared to fight for it. Even if you’re only fighting yourself.
We’re two years old! It’s our anniversary! And that means we can take it easy this week and phone in another crappy lost episode! Take that, suckers!
Every campaign needs something to hold the players together. That’s because players are constantly trying to blast apart. It’s like nuclear physics. Which is why you need gluons. Or glue. Or tortured, mixed metaphors. Whatever.
It’s rare to find a word that comes up in every fantasy except D&D. It’s also rare to discover bars of nonexistent metal in real life. That’s the story of orichalcum.
Here’s a quick update and some schedule changes for the end of April.