Large designs often take so long to complete that game night arrives before you can return to the beginning and do one or more rounds of tweaking and polishing. ![]() Knock off as many designs as you can and choose the best to flesh out when you have more time and to GM next session. Next time you are killing time, whip out your notepad and write down ideas for themes, locations, and rooms. With just five rooms to configure, design is manageable and fast. This helps ease conflicts between play styles and desires. In addition, some players dislike dungeons all together, but will go along with the play if they know its just a short romp. Many players dislike long dungeon crawls, and ADD GMs like to switch environments up often. They could take the form of a small space craft, a floor in a business tower, a wing of a mansion, a camp site, a neighbourhood. They dont have to be fantasy or dungeons. Though I call them 5 Room Dungeons, they actually apply to any location with five or so areas. This format, or creation method, has a number of advantages:
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