"The simulationist mess extends to the wanderers table for the wilderness trip to the ruins. “You see a squirrel and it runs away”, along with a separate entry for a rabbit and fox and … a bird. What?!?! No mention of the fallen tree limb that stands its ground, unwilling to yield to the party’s approach?!?!?"
Saturday, 11 July 2015
Three common design solutions
We've all had those sticky moments in adventure design where nothing seems to be working out. well don't despair, if you are having trouble just try one of these these common solutions.
1. Add a Fuckedupness level.
Head of Zone Fuckedupness is, of course, always Maximum
2. Add Cephelophants.
3. Add a Third Gender and Make Them Fight
Men tend to fight like
European knights. They wear heavy carefully-made suits of
self-created Ceramic armour, usually carry shields and prefer mass-impact
Men traverse slowly, wearing down
their opponents. They are rarely willing to fight unarmoured.
Missing an armoured male in combat
usually means you actually made contact but your blow was repelled
from or slid off their armour or shield.
Women fight like samurai. They
prefer edged weapons and they win great status for delivering a
single clean killing blow. Their battles often involve long pauses
and very sudden crossing attacks.
They may fight armoured but
woman-on-woman duels are often fought without armour to speed up the
Missing a woman usually means that
she parried the blow, (they are weapon masters), or simply moved a
minimal distance out of the way.
Solum fight with gymnastic,
acrobatic kung-fu. They are always moving in and out in a constant
and unpredictable dance. They are most likely to make use of the
third dimension in a duel, or to bring in elements of the
They wear minimal armour and prefer
complex, somewhat exotic weapons two-handed like spiked chains or
nunchuks. Missing a solum means they probably
danced utterly out of your way.