![]() ![]() ![]() Detail all the 'other stuff' that DM's are supposed to do in order to cover odd situations and mundane situations (re: encounter charts, new monster or two, perhaps a new piece of equipment, notes about weather patterns, local 'flavour' such as customs, dress and mannerisms.all the stuff that really brings the setting to life, even if there's a chance the players will never encounter/need it). Now think about the bad guys would behave, think, act, use, exploit, etc the surroundings in pursuit of their overall story goal (re: "get slaves"). "Stock" the map with logical and interesting people, places and things. Start with an overall 'story' (NOT plot line.just a one or two line 'story'.ie, " Slavers have been increasingly bold in acquiring slaves all along the Woodside Trail! Whats worse is that nobody knows where, or who, the slaves are being sold too!"). For TTRPG's my tried and true method for adventure creation is what I'd call "site based". It makes for a very linear, repetitive and predictable game. From an adventure standpoint, as in table top rpg adventure, this mindset doesn't work. They still have to do whatever-it-is you require for success, but they'll enjoy the journey. When you design an adventure, or choose a published adventure to run, you'll likely have more fun if you choose one with loops that your players are likely to enjoy. These are fine for people who want to focus on that kind of core loop, and not worthwhile for others. Most of us have read RPGs that are all about story, or all about combat (4e D&D?), or even all about politics. The most versatile RPG rules sets are going to be ones that quickly enable the GM to run a variety of loops, and adventures where one loop or another is emphasized. For example, one adventure might be combat heavy, another might be puzzle heavy, another might consist mostly of talking with and persuading creatures, and so forth. And for best pacing, you probably want to emphasize one loop or another from one session or adventure to the next. When he finally looked behind the last nook, he stopped playing and hasn't played since!įor many groups, of course, a mixture of loops with none dominating can be the most entertaining. Exploration isn't the core loop in WoW, but he explored EVERYWHERE. If your players are primarily interested in story, you probably don't want a core loop that is combat.Ī student in one of my Community Education courses said he started playing the online game World of Warcraft (WoW) as soon as it was released. I'd guess that's the most common core loop in fantasy RPGs. For a hack and slash RPG the core loop is rushing the enemy and chopping them up in melee. If the core loop in your RPG adventures is that players are on the lookout for traps, that's not likely to be enjoyable with most groups. Is the core combat or some part of combat? Planning? Social interaction? Politics? Exploration? Something else? If a player doesn't enjoy the core loop, that player isn't likely to stick with the campaign. If the core loop isn't enjoyable, the game fails.Ī vital question in any RPG campaign is the nature of action in the core loop. Many games (especially video games) amount to little more than the core loop. A loop is somewhat like the chorus of a song, or a repeated guitar or piano riff. Aiming and shooting a gun while dodging in a first-person shooter is a core loop. A "core loop" is a part of the game repeated many times during play, or perhaps more than any other loop. And so, if you can get 30 seconds of fun, you can pretty much stretch that out to be an entire game." Jaime GriesemerĪ "loop" in a game is a repeated action that makes up a significant part of the game or adventure. " In Halo 1, there was maybe 30 seconds of fun that happened over and over and over and over again. ![]()
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