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The Classic Dungeon Crawl
Plague Ships - Design Notes and Practice
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Monday, September 9, 2019
A NOTE: On Encumbrance, Treasure and Session Structure
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Recently I’ve discussed the importance of resource based risks to classic play, and perhaps offered a reason to use this play style, but I’v...
8 comments:
Tuesday, July 9, 2019
SUPPLY - The Risk Economy Part II
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COMPLICATING THE RISK ECONOMY Slow building tension and risk is one of the goals of the Risk Economy, a way to encourage exploration by o...
12 comments:
Thursday, March 21, 2019
TIME - The Risk Economy Part I
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TIME & THE RISK ECONOMY Only when I started running 5th Edition Dungeons and Dragons, and really digging into the rules did I realize ...
8 comments:
Tuesday, January 8, 2019
A NOTE: Illusionism
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What’s Illusionism, and why should you care while running a game? Illusionism is a method of setting building or adventure design that r...
4 comments:
Saturday, December 22, 2018
Exploration Play
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THE DUNGEON IS FIRST A QUESTION OF SPACE The first leg that the classic Dungeon Crawl stands on is “Exploration Play” - a description tha...
Monday, December 17, 2018
What is a Dungeon Crawl?
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The blinding blackness of the underworld held back only by the sputtering light of your candles, lanterns and torches -- dim points in a vas...
3 comments:
Old Games
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Let’s talk about old tabletop roleplaying games - specifically the kind of games played in the 1980’s and recently depicted in the nostalgia...
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