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.
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.
Before we can build new modes of play, we need to admit that the core rules of D&D 5E have a few oddities and are lacking in a few things we’re going to need. So let’s get out our tweaking tools and tinker with the core.
I can’t help how my brain works. I get distracted from solving problems by solving totally different problems. But before I invent more goddamned game mechanics, it’s worth questioning whether I should.
Managrimm asks: Why doesn’t a monster’s speed factor into it’s CR? The aggressive trait raises your offensive CR. It seems like ranged attackers with a speed of 60’ are more dangerous than ones with a speed of 15’.
There’s a difference between a game’s mechanics and its metaphor. But that doesn’t mean the two are separate. Or even separable. But it does mean you can empower yourself to create one by understanding the other.