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.
Before we can build any rules modules, we have to have a solid framework for those modules. Using the previously published core rules tweaks and the time pool – both of which desperately need some revision and correction and clarification, we’re going to build a master module for exploration. We’re also going to discuss exactly what the hell a “master module for exploration” is.
Maps aren’t just maps. Maps are tools for organizing and presenting information. As a prelude to building an exit map, we’re going to organize our information and figure out just what maps our megadungeon needs and who they’re for. Also, we’ll do some mapping.
Here’s a Megadungeon article about why there isn’t a Megadungeon article. Paradoxically. Think of it as a project update and a preview of a very big, exciting development.
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?
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.
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.