Showing posts with label technoir. Show all posts
Showing posts with label technoir. Show all posts

Campaign Planning Grids for Plot Elements

I have been playing around with ways to make my planning easier, more dynamic, and more focused.  The idea I've hit upon is mainly inspired by Technoir's "Transmissions" and the sheets I had made to track the Enemies, Friends, Complications, Things and Places for each system in my Stars Without Number campaign.

Image (cc) Sheam Bo
I was using a 5x3 grid for SWN - one for each category for each tag I used, including the Trade tags from Suns of Gold, and it worked well.  However it didn't feel like there was much continuity in terms of the plot, and I was keeping notes elsewhere on what was happening on and off screen. Given that the system is designed for sandbox games that's fine, but in retrospect I think I overplanned here for my needs and should only really have had one of each category for background, side plots, and local colour - but that's for another article...

On DMing, or How I Learned to Let Go and Embrace the Chaos

Image (cc) Kridily
Dungeons & Dragons is a bad game.*  Bad naughty.  It's irresponsible in that it doesn't show us how to be Dungeon Masters - my favourite term for which is Apocalypse World's "MC" as we are, after all, Master of Ceremonies above all else.

D&D teaches us to build encounters, but not how to build stories and worlds.  It teaches us to think in terms of probabilities and not stakes.  I learnt to DM on 4e and I've spent maybe a decade unlearning how it was presented to me then.  It took Stars Without Number and Dungeon World to open my eyes to how a game could be run.

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