Office Hours: Is Attrition Inertia?
A quick — well, quick for me — aside about whether you can count on D&D’s Attrition Dynamic for all the gameplay Inertia you need.
A quick — well, quick for me — aside about whether you can count on D&D’s Attrition Dynamic for all the gameplay Inertia you need.
A bit of a chance of pace today since I’ve got some new eyeballs on my work. I’m taking a break from the really heavy game-design theory to give five principles that form the foundation for good adventure building Scenario Design. Then it’s back to the overwrought heavy crap.
Winter break is over and it’s time to talk about True Scenario Design again. Today, I’m introducing the first in a pair of complementary game design forces, Inertia and Momentum, that separate the real True Scenario Designers from the Mere Adventure Builders.
Here’s the follow-up lesson about Character Replacement Policies. Except it’s totally not about that at all. It’s actually about how life sucks and you can’t win. At Game Mastering, anyway.
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