I’ve thought a lot about complexity (and simplicity) in campaign and adventure design recently. I’ve previously posted about the Paradox of Choice and KISS, but I can’t seem to shake the allure of simplicity.
If you’ve been following my blog, you’ll know September is my 30,000-word adventure month, in that my plan is to write a 30,000-word adventure from scratch by the end of the month. Well, I’ve got some exciting news!
September seems to be a month full of gaming and writing goodness for me. It’s going to be an awesome month!
A couple of years ago, I wrote the Shadowed Keep on the Borderlands as a homage to the Moathouse from T1 The Village of Hommlet (perhaps a perfect low-level adventure). Before I started, I sat down and worked out what I wanted to achieve with the adventure and how I planned to achieve it. These four posts layout my evil scheme:
For my Shattered Star campaign, I’ve just spent a rather frustrating couple of hours preparing the next module.
Very few adventures can be played in any edition of D&D and still be awesome. The Moathouse, from T1 The Village of Hommlet, is one of those dungeons.
Shockingly, I love action and adventure films. Unsurprisingly, I’ve seen all the Bond films (repeatedly) but until recently I’d never really realised what a good model they can make for an adventure.
A good adventure blurb is a critical part of the design process. No matter how good the adventure, a terrible blurb will have a devastating effect on your players’ level of engagement.
At its heart, an adventure is a story – a story shared between the players and the GM. As everyone knows, a good story has a distinct beginning, middle and end.