An element I’ve been adding to many games I run lately is localization: trying to work in history, culture, and real locations from where I live into the game. This doesn’t really apply to every game, but when I can manage it it’s been rewarding. Here are a few examples: Continue reading
Category Archives: Adventure Frameworks
Modes
Modes are what I call it when you have different layers of rules to deal with different kinds of situations. This is not a new concept. Early D&D had an exploration mode as well as a combat mode. Champions broke it down into simply Non-Combat Time (a narration mode) and Combat Time (a combat mode). Savage Worlds did some really cool stuff here with a chase mode and a downtime mode that got you bennies for telling campfire stories. And I can’t help but consider Skill Challenges from D&D 4ed a failed attempt at adding a framework for other modes to that game. Continue reading