Posts Tagged by brainstorming
| August 16, 2010 | Posted by Martin Ralya |
In le Pot de Suggestiones, Gnome Stew reader scoopsy asked this excellent question: I’m fairly good at coming up with adventures and adventure hooks (and Eureka! is there for those times when I’m not), but I frequently find it difficult to tie them into a larger, compelling campaign. If we spend more than 2-3 sessions on a villain or plotline, it seems I start losing people and then it’s time for something completely different. My question is this, then: what makes a campaign more than…
| October 21, 2008 | Posted by Martin Ralya |
I have no idea if this concept has been floated before, but it’s new to me — and it’s been enormously helpful over the past couple of weeks. As my Mage game draws to a close, I’m working towards a specific ending scene. I don’t know what’ll happen in that scene — more to the point, what the PCs will do — but I know what I want it to look like. What I didn’t know was quite how to get there. So with three…












