Last week we talked about Points of Interest and Points of Encounters, drawing on some design techniques from CD Projekt Red’s The Witcher series to help add some linearity to the hex crawl. This week [more]
I’ve written before about those moments where a solution to a problem presents itself almost fully formed, leaving you saying “why didn’t I think of this before? It’s so obvious!” I had another one of [more]
One of the features I’ve always known I wanted this campaign to have is base building. When the party arrive on the island, the only evidence of civilisation will be the small colony settlement – [more]
Before we build the game, we have to know what the game is.
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.