

Episode 42 – Adventure Design as Technology
Jan 10, 2015
Explore the fascinating intersection of adventure design and technology as Cam and Rob delve into codifying GM practices. They discuss the enduring appeal of the dungeon/map-with-key model and the balance between railroading and player freedom. Learn practical tips for writing engaging adventures, including crafting dynamic set pieces and utilizing villain motives. Discover how to enhance pacing with random tables and make adventures more manageable and replayable. This insightful conversation is packed with tools to elevate your game design.
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Why Dungeons Still Work
- The dungeon works because it is an isolated, constrained space with a clear progression for players to navigate.
- That isolation creates a third-party antagonist so failures feel like the environment, not the GM's fiat.
Railroading Is A Tool, Not A Default
- Railroading is a deliberate adventure technology that forces player choices to fit a story.
- It can be effective for short or tonal games but undermines player agency if discovered.
Design Adventures With Three Goals
- Make adventures fun to play, easy for the GM to run, and representative of what your game is.
- If you're designing a game's first adventure, use it to show how you believe the game should be played.