A relatively short one by the standards of this series, as I try to figure out exactly how this campaign is going to be built and run. We’re still talking hex/pointcrawls, but I’m starting to develop a method for building the campaign that allows for both narrative and exploration.
Things start to come together as I finally put together a level-by-level breakdown of the adventure.
Why the campaign I’m writing won’t be a hex crawl.
In which I begin to map the island, with the help of hexagons.
Discussing standards in RPG book design, and why I think they need to change.
Dissecting the structure of Paizo’s Adventure Paths.
In which I talk about sea turtles, and flesh out the history of our setting.
In which I make some decisions about the setting, and start to think about the overall story.