Posts Tagged by non-linear
| February 13, 2012 | Posted by Guest Author |
Today’s guest article comes from reader BryanB, who tackles one approach to running non-linear adventures in a comprehensive, usability-focused way. Thanks, Bryan! I used to use a fairly linear approach to adventure design, much like the writers of a typical module utilize. I’d often do a painstaking amount of detailed game prep. As many of my players tended to go off path during an adventure, I grew tired of seeing more than half of my preparation effort never see any use at the table. A…












