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Thoughts about gaming, ideas for further development, background info on my campaign worlds, and direction I'm heading... and anything gaming-related I find online that interests me!
Saturday, June 30, 2012
Running a Long-Standing Campaign World
It's been quite a while since I posted to any of my blogs... but Fr. Dave on his Blood of Prokopius site posted a nice piece today about sticking to one campaign world long enough for it to develop a history that includes players' past characters' actions, rather than just DM-generated background material:
Saintly Saturday: Synaxis of the Twelve Apostles
I left this comment for him, and I'll share it here with you!
"When our worlds are alive to us (as DMs, GMS or referees), our games become bionic: "Better, stronger and faster than they were before."
A long-standing campaign world gets into our head as well as our heart, and between what we've written down and what's floating around in our brains, we tend to develop a gestalt understanding of the entire campaign world...
This richness makes it easier to ad lib when necessary, and helps us bring our worlds alive for our players, as well!
(I'd cite Empire of the Petal Throne as a great example of this...)"
Saintly Saturday: Synaxis of the Twelve Apostles
I left this comment for him, and I'll share it here with you!
"When our worlds are alive to us (as DMs, GMS or referees), our games become bionic: "Better, stronger and faster than they were before."
A long-standing campaign world gets into our head as well as our heart, and between what we've written down and what's floating around in our brains, we tend to develop a gestalt understanding of the entire campaign world...
This richness makes it easier to ad lib when necessary, and helps us bring our worlds alive for our players, as well!
(I'd cite Empire of the Petal Throne as a great example of this...)"
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