Now that you’ve learned how to break a scenario design into hierarchical levels, I can show you how to spot — and plan — a scenario’s shape. And what that means. And why its good.| The Angry GM
More True Scenario Design and more on structure. Actually, the real structure discussion starts here. Last time, I breathlessly yelled about what makes good structure good and bad structure suck. Now I'm actually going to show you structure. I'll even outline a crappy adventure you can finish for your own use if you suck at tone and genre.| The Angry GM
I promised you a big honking example of how to design an adventure with goals, challenge, momentum, and inertia in mind. This is it.| The Angry GM
Now that you know what Winning and Losing are, actually, correctly, and for reals, I can tell you how gameplay is both continuous and discrete and what the Quest Structure really, truly is.| The Angry GM
Last time, I told all y’all you need a more complete, more nuanced understanding of the concepts of Winning and Losing. This time, I’ll give you that understanding. Because I’m aw…| The Angry GM
It’s time to start a whole new True Scenario Designery module. This one’s not about Winning and Losing, but that’s where we’re starting, and boy is that a messy place to sta…| The Angry GM
Let’s take a moment here to consider, again, why we’re doing this whole True Scenario Designery thing. Because, listen maties, there be rough waters ahead.| The Angry GM
Let’s see if I can’t help tie together the last three lessons of random, conceptual, game design bullshit by showing you how a True Scenario Designer comes up with a Design Statement.| The Angry GM