Podcast: Play in new window | Download
Shawn and Chris’ conversation about adventure design moves into hooks and openings but before they get to that Shawn interviews AL Administrator Amy Lynn Dzura. Enjoy and we’ll catch you next week.
Links
Podcast: Play in new window | Download
Shawn and Chris’ conversation about adventure design moves into hooks and openings but before they get to that Shawn interviews AL Administrator Amy Lynn Dzura. Enjoy and we’ll catch you next week.
Links
It's part three of the final story, PROSPOCALYPSE NOW. Gunny, Ti, Bo, Meseme, and Silas start the true search for Gunny's dad in this episode. Angels, and Magic, and Casino's Oh My!
Ang, Chris and Josh chat about mixing up genres in our RPGs and as a result touch on what genre is, and why we can and should mash it all up together!
Show us how you run or play a game when you’ve only dabbled in a particular IP! Phil and Senda talk being the GM or being a player when you’re […]
It's part two of the final story, PROSPOCALYPSE NOW. Gunny, Ti, and Silas talk with Vincent Flameworth about Gunny's dad and mind magic. Then the trio return to school to deal with the fall out of prom.
I’m not an adventure writer, but doesn’t saying “my son was kidnapped, just go save him” contradict all the other advice you provided? As an adventure writer, aren’t you obligated to at least include who kidnapped the son and why? Otherwise, aren’t you just improvising? (Maybe sometimes, when there’s nothing else to say, it might be better to just not say anything. 😉
And when it comes to prophecy hooks, there are at least two potential problems to watch out for:
1) In most cases, you don’t want the adventure to center around one character.
2) You don’t want to paint yourself into a corner where there has to be a preconceived outcome.
I thought that deserved to be mentioned.