Sometimes, you just get tired of taking notes and you just want to show up and have a fun adventure. And then another. And another. Enter: The Adventure of the Week Campaign. Which has nothing to do with meatballs. Except when it does.
No type of campaign is more iconic than the Epic Quest Campaign, especially the Save the World Campaign. Well, unless you count Dungeon Delve Campaigns. And Adventure of the Week Campaigns. But shut up. We’re talking about Epic Quest and Save the World Campaigns.
We all know that innovation is the most important thing ever in games, right? So why don’t more people choose what’s innovative over what’s familiar? And what does that mean for you as a GM?
Once upon a time, I claimed to be the only one to know what game balance actually was and to be able to define at least three types of game balance in RPGs. Now that everyone has forgotten that I said that, it’s time to explain what I meant.
It’s time to look ahead to new beginnings. Specifically, the beginning of my new campaign. And since I went through all of the trouble of running a Session Zero and writing a Pitch, I thought I’d let you see exactly how I developed MY upcoming campaign. Merry F$%&ing Christmas or whatever.
Start as you mean to go on. It’s good advice for writers and it’s good advice for GMs. Except when it isn’t. But it is. But it might not be.
In this month’s Fanservice BS, I look at how to make race and culture actually matter. Whatever the hell that means.
It’s not enough to create open-ended obstacles in your game and hope your players will come up with some clever way to defeat them. Never create a problem without creating several solutions.