Tagalongs: NPCs that join the party. They are often derided, frequently misunderstood, and rarely used well. Because people are dumba$&es. Which is sad because Tagalongs are a GREAT Tool for your GMing Toolbox!
Building compelling NPCs is a tricky, tricky business. And it’s made even trickier by the fact that people don’t even REALLY understand what NPCs are. That’s a shame, because good NPCs are literally the key to emotional investment in games.
Pacing: it’s one of those words that everyone thinks they know. And they don’t. Let’s talk about Pacing, Flow, and how to build a good pace into your adventure.
Tabula rasa is the philosophical belief that every player enters your game stupid. And if you don’t want them to stay that way, you’d better learn how to use your scene-building knowledge to manage information.
Let’s travel back to a bygone era when the modems were measured in bauds and the online role-playing games didn’t have any graphics and discover how old The Angry GM actually is and how much of a massive nerd he is. Oh, we’ll also learn the basics of designing RPG scenes.
Every adventure needs a beginning. Yeah, I know, it’s exactly that kind of brilliant insight you can’t get anywhere else. So, let’s talk about opening scenes.
Branching adventures are the most common types of adventures. And that’s good, because they are often the BEST adventures. Let me teach you how to do them right. As a bonus, I’ll empower you with bottlenecks and ballooning pyramids. Just don’t think about trees.
Open adventures are woefully misunderstood. Many GMs think they are a panacea for all of your gaming ills. But they aren’t a balm for everything, they require careful implementation, and they aren’t an excuse to skip having a structure.