Starting a new campaign isn’t just about building a world, coming up with some story details, and telling the players what characters to make. It involves resolving dilemmas and making hard choices.
There’s lots of things GMs might hide in their adventures. For example, traps. But how does D&D handle traps? Why does D&D suck at handling traps? And how should it handle traps?
Clarity, transparency, and illumination. Three words that could describe the Word of the Week that can also describe the subject of our discussion: glass.
Conflict lies at the heart of every story. And when we think of conflict, we think of the struggle between good and evil. Especially in D&D. But what if I told you that good and evil aren’t in conflict at all? And that D&D alignment is complete and utter gibberish that never made any sense?
A well-designed, well-paced adventure hangs on the exit map. And designing a good exit map is more about incentives and psychological tricks than it is about walls and doors.
Sometimes, we start off with nice, clear topics. But those quickly get opaque, dark, and confused. Sort of like how any discussion of glass in human history has to begin with obsidian.
Information in your game can take many forms. Any by many, I mean three. It can three forms. And this article is all about them. And a whole bunch of other stuff.
Have you ever heard that you are never more than three feet from a spider? If that makes you uncomfortable, don’t worry, it’s only MOSTLY true.