Many approaches to adventure or scenario design in various systems these days suggest something geared more closely to the talents and readiness of the PCs on hand. Some even suggest that a certain percentage of PC resources (gold, spells, equipment, etc.) should be utilized to handle an encounter within a scenario, thus allowing the GM to tailor several such encounters for said scenario and have a good chance of the PCs surviving the adventure if they expend those resources judiciously.
Worldbuilding is a different animal than the latter but there is no reason some things cannot be learned from the micro-managing approach, something to keep in the back of ones mind while Worldbuilding that can help with the flow of the various locations and assist with choosing a good time to introduce hooks into a sandbox campaign that will challenge the players without setting them up for a fall.
Over on his blog, Creighton Broadhurst of Raging Swam discusses "The 4 Types of Unfair Encounters." See more here.
Worldbuilding Wednesday on GRYMVALD.com
The nuts and bolts of Worldbuilding
for our tabletop RPGing.
The nuts and bolts of Worldbuilding
for our tabletop RPGing.
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