PAGES
(Move to ...)
Home
The Classic Dungeon Crawl
Plague Ships - Design Notes and Practice
PDF Adventure Archives
▼
Saturday, January 25, 2020
Descent into Avernus - Dungeon Keying
›
In the last post All Dead Generations looked at the general design principles in Wizard’s of the Coast’s new campaign tome Baldur’s Gate: De...
1 comment:
Wednesday, December 11, 2019
Descent into Avernus - From a Dungeon Crawl Perspective
›
Cover of Descent Into Avernus With the basic ideas behind dungeon crawl style play covered, I'll be taking a look at the current st...
18 comments:
Sunday, October 27, 2019
THREAT - The Risk Economy Part III
›
The last of the set of basic design principles for classic Dungeon Crawls are those around the animate opposition, the active threats to th...
8 comments:
Monday, September 9, 2019
A NOTE: On Encumbrance, Treasure and Session Structure
›
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
›
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
›
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
›
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:
‹
›
Home
View web version