<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: Island Design Theory</title>
	<atom:link href="http://www.gnomestew.com/gming-advice/island-design-theory/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gnomestew.com/gming-advice/island-design-theory</link>
	<description>The Game Mastering Blog</description>
	<lastBuildDate>Sat, 11 Feb 2012 00:00:43 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: What D&#38;D can tell us about Transmedia (Part 6) &#187; Silverstring Media</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-11367</link>
		<dc:creator>What D&#38;D can tell us about Transmedia (Part 6) &#187; Silverstring Media</dc:creator>
		<pubDate>Fri, 03 Dec 2010 15:50:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-11367</guid>
		<description>[...] Island Design Theory discusses a way to keep the plotline of your story fluid enough to adapt easily to what the players do, without losing the thread of your plans. [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;11367&#039;,&#039;What D&amp;D can tell us about Transmedia (Part 6) &raquo; Silverstring Media&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Island Design Theory discusses a way to keep the plotline of your story fluid enough to adapt easily to what the players do, without losing the thread of your plans. [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('11367','What D&amp;amp;D can tell us about Transmedia (Part 6) &amp;raquo; Silverstring Media'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aaronichi</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-9468</link>
		<dc:creator>Aaronichi</dc:creator>
		<pubDate>Wed, 05 May 2010 22:11:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-9468</guid>
		<description>Hey, all, first post here.  I am a new GM, I just ended my second session of my campaign.  I have a rather, shall we say &quot;creative&quot; table.  They always try and think of the least obvious solutions to the most obvious puzzles.  They also have this &quot;This is where I&#039;m being directed?  Screw that!  There are monsters there, lets go drink beer and get whores!&quot; attitude.  The first 2 sessions, I created a crafted, linear story just to get used to being a DM, and to introduce them to my world.  In keeping with their MO, they furiously tried to break everything I set in front of them.  Arg, it was driving me nuts!  

I was using OneNote to organize my plot points, but I found I was still running around looking for rules that I should have thought of, and just plain coming up with bad railroading techniques to keep the players in line.  They were not happy campers.  

Just this week, I started planning my sessions using Masterplan, and it has the same Plot Point style of organization mentioned above.  It has some if/than type connectors, but it&#039;s mostly a set of individual encounters.  It also tracks rules for different plot elements and all that good stuff.  Mix this flow with the group that likes to drive the plot, a few random encounters and skill challenges, and I think I could make my table an interesting place to be!  Mind you, I&#039;m not endorsing, MP specificly by any means, it&#039;s just the first one I&#039;ve tried and it fits what I need.  I do think these tools are great for this style of story telling though.

Cheers!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9468&#039;,&#039;Aaronichi&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hey, all, first post here.  I am a new GM, I just ended my second session of my campaign.  I have a rather, shall we say &#8220;creative&#8221; table.  They always try and think of the least obvious solutions to the most obvious puzzles.  They also have this &#8220;This is where I&#8217;m being directed?  Screw that!  There are monsters there, lets go drink beer and get whores!&#8221; attitude.  The first 2 sessions, I created a crafted, linear story just to get used to being a DM, and to introduce them to my world.  In keeping with their MO, they furiously tried to break everything I set in front of them.  Arg, it was driving me nuts!  </p>
<p>I was using OneNote to organize my plot points, but I found I was still running around looking for rules that I should have thought of, and just plain coming up with bad railroading techniques to keep the players in line.  They were not happy campers.  </p>
<p>Just this week, I started planning my sessions using Masterplan, and it has the same Plot Point style of organization mentioned above.  It has some if/than type connectors, but it&#8217;s mostly a set of individual encounters.  It also tracks rules for different plot elements and all that good stuff.  Mix this flow with the group that likes to drive the plot, a few random encounters and skill challenges, and I think I could make my table an interesting place to be!  Mind you, I&#8217;m not endorsing, MP specificly by any means, it&#8217;s just the first one I&#8217;ve tried and it fits what I need.  I do think these tools are great for this style of story telling though.</p>
<p>Cheers!
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('9468','Aaronichi'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dunx</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-9168</link>
		<dc:creator>Dunx</dc:creator>
		<pubDate>Thu, 25 Mar 2010 23:25:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-9168</guid>
		<description>This idea might have been around for a while, but it&#039;s new to me. I suppose this is what I get for dropping out of gaming for a decade.

I&#039;ve been running a Call of Cthulhu campaign and order of events problems have been some of the larger issues I have been dealing with. This is going to come in very handy when the campaign restarts later in the year.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9168&#039;,&#039;Dunx&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This idea might have been around for a while, but it&#8217;s new to me. I suppose this is what I get for dropping out of gaming for a decade.</p>
<p>I&#8217;ve been running a Call of Cthulhu campaign and order of events problems have been some of the larger issues I have been dealing with. This is going to come in very handy when the campaign restarts later in the year.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('9168','Dunx'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bercilac</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-8510</link>
		<dc:creator>Bercilac</dc:creator>
		<pubDate>Wed, 13 Jan 2010 20:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-8510</guid>
		<description>Hi John,

I think this is probably one of my favourite pieces you&#039;ve written.  I&#039;ve incorporated it into my new campaign planning, and plan on using it for my classes too:
http://bercilac.blogspot.com/2010/01/fudge-with-bells-on-it.html&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8510&#039;,&#039;Bercilac&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hi John,</p>
<p>I think this is probably one of my favourite pieces you&#8217;ve written.  I&#8217;ve incorporated it into my new campaign planning, and plan on using it for my classes too:<br />
<a href="http://bercilac.blogspot.com/2010/01/fudge-with-bells-on-it.html" rel="nofollow">http://bercilac.blogspot.com/2010/01/fudge-with-bells-on-it.html</a>
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8510','Bercilac'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mr. Topp and the Big Bad Blog &#187; Pacing a session</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-6036</link>
		<dc:creator>Mr. Topp and the Big Bad Blog &#187; Pacing a session</dc:creator>
		<pubDate>Thu, 21 May 2009 18:47:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-6036</guid>
		<description>[...] is in Island Design Theory, to borrow the name from the good people at Gnome Stew. When I read the Gnome Stew article on Island Design Theory back in January, I thought to myself I didn&#8217;t know it had a name. Put briefly, Island Design [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6036&#039;,&#039;Mr. Topp and the Big Bad Blog &raquo; Pacing a session&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] is in Island Design Theory, to borrow the name from the good people at Gnome Stew. When I read the Gnome Stew article on Island Design Theory back in January, I thought to myself I didn&#8217;t know it had a name. Put briefly, Island Design [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6036','Mr. Topp and the Big Bad Blog &amp;raquo; Pacing a session'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: kenmarable</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3941</link>
		<dc:creator>kenmarable</dc:creator>
		<pubDate>Mon, 26 Jan 2009 16:47:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3941</guid>
		<description>&lt;a href=&#039;#comment-3854&#039; rel=&quot;nofollow&quot;&gt;@BryanB&lt;/a&gt; - That explanation sounds a lot like the old Planescape module &quot;Tales from the Infinite Staircase&quot;. I really enjoyed that set up. It was 7 (I believe) adventures where the first one was fixed as the intro to the storyline, and the last was fixed as the resolution, but the 5 middle ones could be played in any order. They even listed what the main NPCs were doing through the whole time so that if you played, say adventure 4 near the end, NPC X will show up to do whatever, or if you play it earlier NPC Y will be there doing something else instead.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3941&#039;,&#039;kenmarable&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3854' rel="nofollow">@BryanB</a> &#8211; That explanation sounds a lot like the old Planescape module &#8220;Tales from the Infinite Staircase&#8221;. I really enjoyed that set up. It was 7 (I believe) adventures where the first one was fixed as the intro to the storyline, and the last was fixed as the resolution, but the 5 middle ones could be played in any order. They even listed what the main NPCs were doing through the whole time so that if you played, say adventure 4 near the end, NPC X will show up to do whatever, or if you play it earlier NPC Y will be there doing something else instead.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3941','kenmarable'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: ulmus</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3916</link>
		<dc:creator>ulmus</dc:creator>
		<pubDate>Sat, 24 Jan 2009 00:06:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3916</guid>
		<description>I find myself more and more often using a special FX design to adventure. I design in two tracks in parallel. The politicas, intrigue and why and wherefor make out one track. The other track is the special FX crew. How do I get good scenes, how do I set the mood, get interesting fights or cool enemies. The two tracks are run intertwiningly and usually add to eachother. I realize this might be a bit incoherent, but I think I&#039;ll do a post on Special FX adventure design on my blog.

Go get a look at my blog by the way, polyhedral.wordpress.com, it&#039;s all fresh and new!

Ulmus&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3916&#039;,&#039;ulmus&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I find myself more and more often using a special FX design to adventure. I design in two tracks in parallel. The politicas, intrigue and why and wherefor make out one track. The other track is the special FX crew. How do I get good scenes, how do I set the mood, get interesting fights or cool enemies. The two tracks are run intertwiningly and usually add to eachother. I realize this might be a bit incoherent, but I think I&#8217;ll do a post on Special FX adventure design on my blog.</p>
<p>Go get a look at my blog by the way, polyhedral.wordpress.com, it&#8217;s all fresh and new!</p>
<p>Ulmus
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3916','ulmus'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: DocRyder</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3905</link>
		<dc:creator>DocRyder</dc:creator>
		<pubDate>Fri, 23 Jan 2009 00:59:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3905</guid>
		<description>I&#039;ve seen something similar called &quot;the Onion Diagram&quot;.

Like Shrek the Ogre, villains have layers, called flunkies, henchmen and minions. :-) This people are connected to one another, and eventually, you can find your way to the Big Bad(tm) by following the right connections.

The way you track these connections is a chart with a small circle in the middle, labelled &quot;Big Bad&quot;. Then you have concentric circles on the chart, around the middle one, with each of these onion-like layers divided into (at least) two sections (but four works well) more than the closer one in. Put the flunkies, henchmen and minions together in such a way that such folks on the same ring are connected in logical fashion.

Plot elements can be placed into the onion as well.

TSR also had a chart that was an easy to build chase and plot flowchart in a DM&#039;s supplement years ago that I&#039;ve used off and on over the years.

I saw this and thought it might be something I&#039;d stumbled on this morning in regards to game mapping: Why do so many fantasy games use maps that look like bearskin rugs? :-) I think I have an answer, but that&#039;s one for another article.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3905&#039;,&#039;DocRyder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve seen something similar called &#8220;the Onion Diagram&#8221;.</p>
<p>Like Shrek the Ogre, villains have layers, called flunkies, henchmen and minions. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  This people are connected to one another, and eventually, you can find your way to the Big Bad(tm) by following the right connections.</p>
<p>The way you track these connections is a chart with a small circle in the middle, labelled &#8220;Big Bad&#8221;. Then you have concentric circles on the chart, around the middle one, with each of these onion-like layers divided into (at least) two sections (but four works well) more than the closer one in. Put the flunkies, henchmen and minions together in such a way that such folks on the same ring are connected in logical fashion.</p>
<p>Plot elements can be placed into the onion as well.</p>
<p>TSR also had a chart that was an easy to build chase and plot flowchart in a DM&#8217;s supplement years ago that I&#8217;ve used off and on over the years.</p>
<p>I saw this and thought it might be something I&#8217;d stumbled on this morning in regards to game mapping: Why do so many fantasy games use maps that look like bearskin rugs? <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  I think I have an answer, but that&#8217;s one for another article.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3905','DocRyder'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3900</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Thu, 22 Jan 2009 20:55:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3900</guid>
		<description>&lt;a href=&#039;#comment-3875&#039; rel=&quot;nofollow&quot;&gt;@dmmagic&lt;/a&gt; - Did you let them play on as pirates? I can see many of the same countries, intrigues, political structures, armies, commanders, etc. being used with some changes. Countries could still be fighting over the sword. Armies could be sent after the PCs or waiting at ports (every ship has to land eventually), etc. Mind you, they would have to telephone in their attacks on the PCs, but its do-able. 

One tactic that I&#039;ve used when PCs abandon the story, but I still want to cling to it, is that the story can chase the PCs. Just because they stopped fighting the BBEG, it doesn&#039;t mean that some innocuous piece of treasure they looted can&#039;t become suddenly important. Now they need to be tracked down. Even if they get rid of it, it could become a revenge thing.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3900&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3875' rel="nofollow">@dmmagic</a> &#8211; Did you let them play on as pirates? I can see many of the same countries, intrigues, political structures, armies, commanders, etc. being used with some changes. Countries could still be fighting over the sword. Armies could be sent after the PCs or waiting at ports (every ship has to land eventually), etc. Mind you, they would have to telephone in their attacks on the PCs, but its do-able. </p>
<p>One tactic that I&#8217;ve used when PCs abandon the story, but I still want to cling to it, is that the story can chase the PCs. Just because they stopped fighting the BBEG, it doesn&#8217;t mean that some innocuous piece of treasure they looted can&#8217;t become suddenly important. Now they need to be tracked down. Even if they get rid of it, it could become a revenge thing.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3900','John Arcadian'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: dmmagic</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3875</link>
		<dc:creator>dmmagic</dc:creator>
		<pubDate>Wed, 21 Jan 2009 20:54:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3875</guid>
		<description>As you said, I found myself adopting this method simply to survive. I remember one campaign where I had developed countries, intrigues, political structures, armies, commanders, etc... the PCs had found a magic sword that was so powerful that countries were fighting over it.

As the story progressed, though, they decided... well, I don&#039;t know what the thought process was, but the Chaotic Neutral PCs decided to trek to the other side of the continent, steal a ship, and become pirates. Story dead.

I&#039;ll be trying another more-linear campaign this summer, though, and hopefully the players will agree in advance (as they have in recent years) to at least try and not do completely random things.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3875&#039;,&#039;dmmagic&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>As you said, I found myself adopting this method simply to survive. I remember one campaign where I had developed countries, intrigues, political structures, armies, commanders, etc&#8230; the PCs had found a magic sword that was so powerful that countries were fighting over it.</p>
<p>As the story progressed, though, they decided&#8230; well, I don&#8217;t know what the thought process was, but the Chaotic Neutral PCs decided to trek to the other side of the continent, steal a ship, and become pirates. Story dead.</p>
<p>I&#8217;ll be trying another more-linear campaign this summer, though, and hopefully the players will agree in advance (as they have in recent years) to at least try and not do completely random things.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3875','dmmagic'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3862</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 21 Jan 2009 04:46:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3862</guid>
		<description>&lt;strong&gt;@BRYANB:&lt;/strong&gt; I get it. Yeah it does sound very similiar. The place where I see terming this as a Matrix that might work better for some games is a perceived sense of structure around the movements of the scenes. If the players catch on that many things change based on their choices, then they might feel like there isn&#039;t any structure or forethought. Terming it as a matrix, it seems more like things are getting moved around instead of morphing themselves. 

&lt;strong&gt;
@Scott Martin: &lt;/strong&gt;Yeah. Exactly! I think this isn&#039;t new ground by any means, just a different way of terming the &quot;Improv Gming&quot; movement that seems to be gaining ground. Isolating the elements. Wow, that does get more into deep theory territory. If you go with a matrix and scenes like BryanB does, then I guess the connecting elements would be the lines or the grid. If we use Island Theory as the terminology, then I guess we could say that they are the currents or the prevailing winds, but ones that can be ignored or utilized by the way the players turn their sails. 

&quot;More time might be taken to research and prepare new things at the gaming table.&quot;  My thought behind this was that you might have to spend some more time looking things up while sitting at the table waiting to game. If you pull the BBEG&#039;s island away from the island that the PCs are getting to and you want to fill it with something else, you might have to spend some time prepping that something else. What are its stats, items, powers, etc. The PCs would logically find some treasure here. Ok, time to roll on the treasure generation tables, etc.Depending on the system it might not take much, but it will take some time away from the game. 


&lt;strong&gt;@Martin Rayla: &lt;/strong&gt;Thanks! There is something about the idea of islands surrounded by water that makes it an easy image, for me at least, to grasp. High levels make it hard to run very linear games. That or whitewolf. Once you have a thieves guild, corporation or other similarly huge entity at your disposal, it gets hard to fit the PCs into narrowly focused categories. High level powers also make it hard to do linear games. They always provide unique solutions that fall just outside of the ways we plan for them in linear games. I&#039;ve got a F.A.P. post about high level powers that is half finished.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3862&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><strong>@BRYANB:</strong> I get it. Yeah it does sound very similiar. The place where I see terming this as a Matrix that might work better for some games is a perceived sense of structure around the movements of the scenes. If the players catch on that many things change based on their choices, then they might feel like there isn&#8217;t any structure or forethought. Terming it as a matrix, it seems more like things are getting moved around instead of morphing themselves. </p>
<p><strong><br />
@Scott Martin: </strong>Yeah. Exactly! I think this isn&#8217;t new ground by any means, just a different way of terming the &#8220;Improv Gming&#8221; movement that seems to be gaining ground. Isolating the elements. Wow, that does get more into deep theory territory. If you go with a matrix and scenes like BryanB does, then I guess the connecting elements would be the lines or the grid. If we use Island Theory as the terminology, then I guess we could say that they are the currents or the prevailing winds, but ones that can be ignored or utilized by the way the players turn their sails. </p>
<p>&#8220;More time might be taken to research and prepare new things at the gaming table.&#8221;  My thought behind this was that you might have to spend some more time looking things up while sitting at the table waiting to game. If you pull the BBEG&#8217;s island away from the island that the PCs are getting to and you want to fill it with something else, you might have to spend some time prepping that something else. What are its stats, items, powers, etc. The PCs would logically find some treasure here. Ok, time to roll on the treasure generation tables, etc.Depending on the system it might not take much, but it will take some time away from the game. </p>
<p><strong>@Martin Rayla: </strong>Thanks! There is something about the idea of islands surrounded by water that makes it an easy image, for me at least, to grasp. High levels make it hard to run very linear games. That or whitewolf. Once you have a thieves guild, corporation or other similarly huge entity at your disposal, it gets hard to fit the PCs into narrowly focused categories. High level powers also make it hard to do linear games. They always provide unique solutions that fall just outside of the ways we plan for them in linear games. I&#8217;ve got a F.A.P. post about high level powers that is half finished.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3862','John Arcadian'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3860</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Wed, 21 Jan 2009 01:26:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3860</guid>
		<description>Great article, John -- this concept really resonates with me. The term &quot;island&quot; makes perfect sense, and I knew exactly where you were headed after reading only the title. I could benefit a lot as a GM by running my own games this way.

My group just finished up a two-year D&amp;D 3.x campaign (in which I was a player), and looking back on it I believe our GM took a very similar approach, especially once we passed 10th level and had a ton of power at our disposal. It worked very well, and it was perfectly suited to the kind of game he was running.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3860&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great article, John &#8212; this concept really resonates with me. The term &#8220;island&#8221; makes perfect sense, and I knew exactly where you were headed after reading only the title. I could benefit a lot as a GM by running my own games this way.</p>
<p>My group just finished up a two-year D&#038;D 3.x campaign (in which I was a player), and looking back on it I believe our GM took a very similar approach, especially once we passed 10th level and had a ton of power at our disposal. It worked very well, and it was perfectly suited to the kind of game he was running.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3860','Martin Ralya'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3858</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Wed, 21 Jan 2009 00:05:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3858</guid>
		<description>&lt;a href=&#039;#comment-3857&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - 

Isolating the elements would be fantastic. But I wouldn&#039;t even know where to start. Like you said, that is &quot;Deep Theory Land.&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3858&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3857' rel="nofollow">@Scott Martin</a> &#8211; </p>
<p>Isolating the elements would be fantastic. But I wouldn&#8217;t even know where to start. Like you said, that is &#8220;Deep Theory Land.&#8221;
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3858','BryanB'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3857</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 20 Jan 2009 23:29:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3857</guid>
		<description>I like this presentation. It often feels like we are describing close points on a continuum-- matrix, sandbox, island, flowchart, scene based, and &quot;don&#039;t over prep&quot; all lead similar places, but they&#039;re not quite identical. I wonder if there&#039;s a good way to isolate the elements that lead from one state to another... and if that would help people transition in a direction they like, or gain the most advantages while avoiding the biggest disadvantages. Of course, that&#039;s leading into deep theory land...

I like the presentation of Island Prep above, particularly the pro/con breakdown. Could you explain drawback 4 a little more: &lt;i&gt;More time might be taken to research and prepare new things at the gaming table.&lt;/i&gt;? I think I understand this drawback, but not why it ties to the Island style.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3857&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like this presentation. It often feels like we are describing close points on a continuum&#8211; matrix, sandbox, island, flowchart, scene based, and &#8220;don&#8217;t over prep&#8221; all lead similar places, but they&#8217;re not quite identical. I wonder if there&#8217;s a good way to isolate the elements that lead from one state to another&#8230; and if that would help people transition in a direction they like, or gain the most advantages while avoiding the biggest disadvantages. Of course, that&#8217;s leading into deep theory land&#8230;</p>
<p>I like the presentation of Island Prep above, particularly the pro/con breakdown. Could you explain drawback 4 a little more: <i>More time might be taken to research and prepare new things at the gaming table.</i>? I think I understand this drawback, but not why it ties to the Island style.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3857','Scott Martin'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: zencorners</title>
		<link>http://www.gnomestew.com/gming-advice/island-design-theory/comment-page-1#comment-3856</link>
		<dc:creator>zencorners</dc:creator>
		<pubDate>Tue, 20 Jan 2009 23:12:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2273#comment-3856</guid>
		<description>One of the greatest methods for facilitating this sort of planning are post-its.  I&#039;ve been using this method of late to plan my 4e game.  I generally put one concise red herring, plot point or Big Bad Evil Guy/Gal (BBEG) on a post-it and sort similar themes in the &quot;pre-planning&quot;.  Each post-it is usually fleshed out prior to the game into a paragraph and maybe 2 to 4 encounters.

This &quot;method&quot; has worked wonders for me in my latest 4e game.  It&#039;s great for letting the players decide on the course of their adventures, as well as allowing me the freedom to incorporate elements that I like into the game.

Getting the players back onto the plot, in essence takes giving them &quot;difficult&quot; decisions.  Recently my players were faced with splitting up the party.  On top of this they were forced to defend a group of slaves, and then decide whether or not to ambush the slavers while only being at half strength.  This tough decision was made by them to see out one plot point versus another.  But it was their decision.  This is one of the highlights of my games, where as the GM I see the players deciding on the course of the adventure willingly, not being &quot;led by the nose&quot;, so to speak.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3856&#039;,&#039;zencorners&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One of the greatest methods for facilitating this sort of planning are post-its.  I&#8217;ve been using this method of late to plan my 4e game.  I generally put one concise red herring, plot point or Big Bad Evil Guy/Gal (BBEG) on a post-it and sort similar themes in the &#8220;pre-planning&#8221;.  Each post-it is usually fleshed out prior to the game into a paragraph and maybe 2 to 4 encounters.</p>
<p>This &#8220;method&#8221; has worked wonders for me in my latest 4e game.  It&#8217;s great for letting the players decide on the course of their adventures, as well as allowing me the freedom to incorporate elements that I like into the game.</p>
<p>Getting the players back onto the plot, in essence takes giving them &#8220;difficult&#8221; decisions.  Recently my players were faced with splitting up the party.  On top of this they were forced to defend a group of slaves, and then decide whether or not to ambush the slavers while only being at half strength.  This tough decision was made by them to see out one plot point versus another.  But it was their decision.  This is one of the highlights of my games, where as the GM I see the players deciding on the course of the adventure willingly, not being &#8220;led by the nose&#8221;, so to speak.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('3856','zencorners'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
</channel>
</rss>

