0 0 John Arcadian https://johnarcadian.com/wp-content/uploads/jabluedie.png John Arcadian2015-10-22 00:14:002015-10-22 00:14:00A Structure For Convention Adventures
I was at Con On The Cob this weekend and I got the chance to play in a lot of adventures. I also got to hear friends tell stories, good and bad, about the games they played in. Those stories tended to focus on the extreme moments when they were…
https://johnarcadian.com/wp-content/uploads/encyc_thumb.jpg 229 303 John Arcadian https://johnarcadian.com/wp-content/uploads/jabluedie.png John Arcadian2013-12-04 01:00:002015-03-20 23:29:55Hot Button – How Much Information Do You Need In Published Scenarios?
I've always been a fan of the theory that less is more. When it comes to running my own games, I tend to need very little information to run them. Just the bare bones of the plot and a couple of stats or maps from the books. When I use a published…
https://johnarcadian.com/wp-content/uploads/hobbitcover1.gif 249 150 John Arcadian https://johnarcadian.com/wp-content/uploads/jabluedie.png John Arcadian2009-01-20 02:29:592015-03-21 00:19:42Island Design Theory
I can’t remember the last adventure I ran that actually moved in a linear fashion. Often, I find that if I am running a pre-gen, or have built an adventure with a definite plan of execution, it ends up one of two ways. The players swing the story around like a rat flail, mangling the world until the story fits their play style (while I weep in despair over my beautiful creation), or I reign them in and keep them straight on the planned course only to find them not enjoying the game as much.