I’m coming to realise, the art of simplicity is a subtle one to master. If your game is too simple, you risk boring or alienating your players. If it’s too complex, you risk frustrating or alienating your players.
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.
Be Awesome at Dungeon Design (Augmented Edition made it to #3 in Endzeitgeist’s Top Ten of 2017. To celebrate it’s the Deal of the Moment at Raging Swan’s Shop.
I’ve previously blogged about 4 Overlooked TSR Modules You Should Run. One of those adventures is the excellent B5 Horror on the Hill.
In the 20+ years I’ve been running tabletop RPGs, there has always been one facet of the classic dungeoncrawl/hexcrawl game I’ve struggled with: mapping. Or, more precisely, conveying the information on my DM map to the players. I’m sure you’re familiar with the situation.
If you know me at all, you’ll know I like to be organised and prepared. I like to have a plan. This is as true in gaming as it is real life.
Many of gaming’s most debated questions revolve around alignment. Some people love alignment and others hate it. But, whether you like it or hate it, alignment can be a source of endless debate.
GMing is an immensely challenging, but (hopefully) rewarding, thing to do. You get to bring a game to life, immerse your players in the world and tell stories with your friends. What could be better?
Dead PCs present several problems for a GM (not least of which is the rest of the PCs descending like jackals to loot their comrade’s still warm—probably yet-twitching— corpse).