Conflicted Beliefs: Fluffy Story Bulls$&%
You asked for it. You wanted the fluffy, story bulls$&% to go along with the useful, systematic mythology-building thing I already posted. Here it is.
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You asked for it. You wanted the fluffy, story bulls$&% to go along with the useful, systematic mythology-building thing I already posted. Here it is.
A well-build mythology can drive stories and create a fantastic world. Unfortunately, D&D doesn’t provide such a mythology. But you can make your own if you understand thematic conflict.
People keep asking me how to draw good maps. Well, I can’t teach you how to draw pretty maps, but I can teach you how to draw useful maps. The trick is to stop trying to draw maps and start presenting information instead.
You can get a lot of mileage out of themes. Especially when you set up some thematic conflicts. You just have to know what themes are and how to set up their conflicts. And why “good versus evil” doesn’t count as a conflict.
Having developed a nice list of story turning points in previous articles, it’s time to turn our attention to Joseph Campbell’s monomyth and see what additional turning points he’s got to offer. And to see if there’s anything MORE IMPORTANT people overlook when talking about Campbell. Hint: there is.
This article EVENTUALLY builds a basic narrative structure for gamers. But first, it has to spend a time on some remedial lessons. Apparently, some things didn’t sink in the first time I discussed narrative structure.
The only thing worse than a GM with no sense of narrative structure is one who just learned some new form of narrative structure in school. This is an open letter to GMs obsessed with the three-act structure, the five-room dungeon, and Joseph Motherf$%&ing Campbell to PLEASE STOP E-MAILING ME.
Mysteries are like pancakes: solving one is satisfying, but solving a whole stack is even better. But when it comes to stacking mysteries into a delicious mystery campaign, it’s easy to f$&% it up.
There’s a difference between a puzzle and a problem. And most GMs don’t understand the difference. That’s a shame because most GMs who think they want puzzles in their game actually want problems. And problems work better.
I’m sick of dealing with questions about how to implement puzzles properly from GMs who insist that puzzles just suck. So, it’s time for me to act. By writing 5,000 words about it and then walking away.
Sometimes, you just get tired of taking notes and you just want to show up and have a fun adventure. And then another. And another. Enter: The Adventure of the Week Campaign. Which has nothing to do with meatballs. Except when it does.
No type of campaign is more iconic than the Epic Quest Campaign, especially the Save the World Campaign. Well, unless you count Dungeon Delve Campaigns. And Adventure of the Week Campaigns. But shut up. We’re talking about Epic Quest and Save the World Campaigns.
It’s time to look ahead to new beginnings. Specifically, the beginning of my new campaign. And since I went through all of the trouble of running a Session Zero and writing a Pitch, I thought I’d let you see exactly how I developed MY upcoming campaign. Merry F$%&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.
If you give a newbie a game, he’s going to want to a campaign. If you give the newbie a campaign, you’ll be stuck with a terrible player for life. Don’t make that mistake.
There are infinite ways to fill that blank piece of paper that is your campaign plan. Here’s about four of them. We’ll cover the other infinity-minus-four in future articles.
Why don’t people understand why character advancement is important? Why don’t people see the value of point-based character advancement? Why is it so hard to handle XP right? Well, when even Mike Mearls can’t get it right, there’s no hope for you. At least, there wasn’t. Until I came along to tell you How to XP Good.
Encounters, adventures, and campaigns all start off life the same way. How do you turn one into the other and back again? Well, it’s like putting it in a good training bra.
Running a horror adventure in D&D is a terrible idea. But if you absolutely MUST and I can’t stop you, at least I can keep you from f$&%ing it up too badly.
It’s not enough to create open-ended obstacles in your game and hope your players will come up with some clever way to defeat them. Never create a problem without creating several solutions.
A good campaign starts with a good Session Zero. But how do you even Session Zero? In the third part of this one-part series, I’ll tell you.
The secret goal of every Session Zero is to evaluate the players at your table and figure out what the hell they actually want from you. Fortunately, players aren’t that complicated and there’s an easy way to classify them. But it’s not the system you think.
Starting a new campaign isn’t just about building a world, coming up with some story details, and telling the players what characters to make. It involves resolving dilemmas and making hard choices.
There’s lots of things GMs might hide in their adventures. For example, traps. But how does D&D handle traps? Why does D&D suck at handling traps? And how should it handle traps?
Information in your game can take many forms. Any by many, I mean three. It can three forms. And this article is all about them. And a whole bunch of other stuff.
As a GM, apart from not killing idiot players who deserve it, your primary job is to communicate information. And that means you have to be able to manage information.
Let’s talk about the mythical distinction between players and characters. Players are characters. Characters are players. And once you accept that, it’s a lot easier to run a fun game. Warning: this gets ranty.
If you get over the bulls$&% notion that planning a plot is somehow railroading, you’ll discover just how powerful plot threads are as tools for designing adventures and campaigns. In this article, we’ll discuss the basics of plot points and how to build simple and complex adventures around them.
How do you start a campaign? Well, that all depends on what you mean by “start.” There’s lots of ways to start a campaign. Let’s start by talking about how you start starting a campaign. Preplanning and premises.
Every campaign needs something to hold the players together. That’s because players are constantly trying to blast apart. It’s like nuclear physics. Which is why you need gluons. Or glue. Or tortured, mixed metaphors. Whatever.