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Results for tag: Ashes of Athas
Posted by:
Alphastream1
on May 3, 2013 at 07:40:12 AM
Where to Begin (AOA1-1 The Worth of a Slave) Now, back to the purpose of this blog series. I wanted to review each adventure from a design perspective, sharing some insight into how the adventure was created, highlighting areas where we tried new things, and sharing what we learned in going from concept to draft to actual play. In the BeginningNote: As with all parts of this blog series, there are spoilers within! I've shared how the campaign started up both on ...
Posted by:
Alphastream1
on Mar 4, 2013 at 10:46:42 AM
Ashes of Athas: I was also fortunate to be on the Misdirected Mark Podcast #48, where I chatted about Winter Fantasy and the conclusion of the Ashes of Athas campaign. The campaign spanned 7 Chapters, 20 adventures, 84 hours of play time, and a ton of sleepless nights as Chad Brown, Derek Guder, and I worked to create the campaign. Now that it has concluded, I would like to take some time to discuss a few of the individual adventures and the approach we took to design and develop them. I thought I might start by asking whether there are any particular encounters...
Posted by:
Alphastream1
on Jun 21, 2011 at 01:14:10 PM
Adventure Hacking in Dark Sun Home Campaign Example: Session 10
Warning: Spoilers for aspects of Thunderspire Labyrinth below! I spent the last three blog posts discussing Breaking Patterns in 4E. In the first blog I talked about starting with story and letting that drive the encounter design. In the second installment I provided an example of how I work from a bare set of ideas and adapt adventures to PC choices and flesh out my ideas as the PCs respond. In the third installment I shared how I handle travel and an abstract mini-less combat in 4E. I really appreciate the feedback I received. It kills me not to be able to blog more often, but since that time I have been hard at work with my other fellow Ashes of Athas admins ...
Posted by:
Alphastream1
on Feb 28, 2011 at 11:39:27 PM
Breaking Patterns in Encounter Design Home Campaign Example: Session 9
Wasteland, by Steven James
As you may recall from the original blog, we are talking about breaking established patterns in encounter design. I talked a bit about my approach and shared the process I used for session 8. Session 9 is a good one to share because we broke established patterns to have a strong story-rich wilderness travel skill challenge feel and two abstract combats. At a broad level, I started with the following from my campaign story arc notes: Session 9: The PCs are traveling south from the lower end of Dragon's Bowl to the Crescent Forest, seeking a hidden temple.The temple is found near Losthome (see Ivory Triangle, it is settled by halflings that escaped Gulg). ...
Posted by:
Alphastream1
on Feb 18, 2011 at 05:27:08 PM
Breaking Patterns in Encounter Design Home Campaign Example: Session 8 As you may recall from the previous blog, we are talking about breaking established patterns in encounter design. Last time I talked a bit about my approach and now will share the process I used for one of my Dark Sun home campaign sessions. At a broad level, I had the following: Session 8: One PC meets with Abalach-Re, becoming her templar. The PCs leave Raam toward their home village near the south of Dragon's Bowl. They want to stop to see the druid that lives near the village, seeking information. I want to hint at a new foe, have some wilderness fun, and have a fight with traditional beasts of the wastes.
Design for Session 8: 1) I want some spotlight time for the PC meeting ...
Posted by:
Alphastream1
on Feb 17, 2011 at 05:11:02 PM
Breaking Patterns in Encounter Design
(This blog entry is now available in Portuguese here. If you look at most Dungeon or official WotC adventures you will see patterns. Similar and even slightly different patterns, despite innovative authors, appear in LFR adventures. We can work really hard at creating great adventures and yet still not escape the patterns of conventional adventure design. The patterns confine us to predictable interaction between PCs and DM. They also restrict story opportunities. Here are some examples:
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