If you get over the bulls$&% notion that planning a plot is somehow railroading, you’ll discover just how powerful plot threads are as tools for designing adventures and campaigns. In this article, we’ll discuss the basics of plot points and how to build simple and complex adventures around them.
They say starting is the hardest part. But really, RESTARTING is much harder. Especially if you’ve burn out. So, how do you recover from burn out on a project you used to love? And how do you avoid burn out in the future?
There are some things you just can’t speak definitively about. Like ninja weapons. And the Teenage Mutant Ninja Turtles. But that doesn’t stop us from trying.
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.