It’s time for a random pile of bulls$&% from the brain of the Angry GM. Today’s steamer is about clock speeds, decision points, why D&D runs at two different speeds, and how the designers of RPGs really need to figure that s$&% out better. Don’t worry, this has nothing to do with Time Pools.
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.
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.
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.
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?
Here it is: the awaited solution to the Infamous Angry Riddle Solution. Enjoy. Hahaha. Just kidding. You’re going to hate it. And I’m not sorry.
Hacking is bad for your game. That’s an undeniable fact. So, if you’re going to hack your game, be prepared to fight for it. Even if you’re only fighting yourself.