Sometimes, you just have to throw a bunch of work away and start over. And sometimes a bunch of work will just come out of you with no rhyme or reason when you least expect it. Both are as much a part of the design process as anything else.
From crunch to fluff and back again. Today, we’re working on the last large-scale bit of planning we need to do before we just start designing the adventure: the plot. And that’s where fluff and crunch come together.
No more spreadsheets! It’s time for maps. Well, sketches of maps. Crappy scans of sketches of maps. We’re talking about planning the Critical Path this week.
Structure is the glue that holds your adventure together and every adventure needs a good structure. Fortunately, it turns out there’s only ONE actual structure. I’ll prove it through the magic of Commodore 64 adventure games and tentacles!
Today, I dispense a few tips for building exploration into your game inspired by my favorite f$&%ing video game series ever.
What do you do when the dungeon is so large that it isn’t practical to map it all? I mean, if you were running an adventure in the Mines of Moria, would you seriously draw the whole goddamned thing? Of course not! Here’s a way to handle dungeon exploration without giant, useless maps.
If you have ever wanted to create a large, site-based super adventure, The Slaughterhouse System is for you. Whether your party is exploring a massive dungeon, reclaiming a ruined city, clearing a valley for settlement, or trying to bring a rioting city under control, the Angry DM has a tool that you can use to plan a dynamic, living environment for the party to explore freely.