Adventure Design in Practice is a structured analysis on my upcoming next adventure that will hit the gaming table with my regular group in three days from the time of writing this. It is my personal preparation work in a documented format with designer notes in a classic game master guide style.
I analyze collaborative storytelling and how it can be fused with more linear story... [click here for more]
Back in the old day, role playing systems suggested to describe a character using eye color, hair color, personality etc. I remember myself rolling for height and weight of a character with very little purpose to the actual gameplay.
Later came systems like FATE, Dungeon World and Hillfolk that introduced traits, bonds and character relationships as core mechanics of the game.
I'm a big admirer... [click here for more]