So if we were to think about death and injury in our games, I’d hope we can see that there are lots of different ways to work it around.
Genre Police: The Road Winds Ever Onwards
I’m going to take a moment to introduce you to my ‘Blending of Shadows’ campaign and show you how to evolve a game into something new while continuing to keep the throughline of the narrative.
Genre Police: Evolve Or Die
I am sitting in the afterglow of a summer full of blockbuster moments in campaigns, at least one epic ‘Empire Strikes Back’ style campaign ending, and there are few players who are leaving for other things or shuffling which nights they play on.
Genre Police: Passing Down(time)
Last article, I talked about the narrative session structure (‘NSS’ for short), a way of viewing a game session so you can think about pacing in a constructive way.
Genre Police: Making Mistakes
I discussed decoupling narratives and how we can change and challenge stereotypes.
Genre Police: Pacemaker
We’ve never talked about structure when it comes to the nitty gritty of a game; how to build and run a session, how to build and run a campaign.
Genre Police: All Adventurers Welcome
The reason I have done this is that I want people to be able to play characters that look like themselves without resorting to stereotypes – not every person with darker skin has to be from some desert empire.
Genre Police: Widescreen
Now I’d like to crank the dial the other way and up the scale to the nation and world-changing campaign. Focus on giving your campaign a sense of depth and scale. How do you make a world and story feel massive?
Genre Police: Finger On The Scales
I have been running a few D&D campaigns for almost two years, and I’ve watched the stories we tell slowly shift upwards in their viewpoint.
Genre Police: Self-Centred Design
Last time I talked about how to make a game enjoyable for players, how to serve them and build a game focused on them. But you have to also think of yourself as a player.