Monthly Archives: October 2014

Building Stuff: Entrances and Exits

Okay, so you’ve got your campaign kind of figured out. You know its general shape and themes. Now comes the time to flesh that out. Here’s where the campaign ideas become a plot. You need to decide on your entry … Continue reading

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Building Stuff: Improvisation of a Kind

Concerns about building campaigns and adventures can be avoided if one is willing and able to think on one’s feet. I’m talking about running a game as a total improv. You need to be confident of your abilities, and you … Continue reading

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Building Stuff: Evolving

So, I’ve mentioned inspiration and campaign creation, but while media inspiration regularly leads me to create a campaign concept, the nuts and bolts of it really rely on what kind of game I want to play and how I expect … Continue reading

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Building Stuff: Inspiring

It’s funny, the question I hear/read a lot is: how do you come up with adventures. If find this odd because – as my home group will attest – I am constantly coming up with varied adventures, so much so … Continue reading

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Losing the Battle to Win the Kickstarter

Okay, so here’s the deal – after talking to a lot of very smart people and doing some deep thinking, I’ve decided to put off the Nefertiti Overdrive Kickstarter until January. I’m honestly not happy about this, but I need … Continue reading

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Hierarchy and Choson

Okay, so during the Nefertiti Overdrive doubt delay, let’s look once again at Choson. The four factors that I wanted to include in Choson included two mechanical decisions and two historical concepts: simplicity, narrative control, historical Korea’s strict hierarchy, and … Continue reading

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Putting the Overdrive in Park

My original plan was to Kickstart Nefertiti Overdrive in October, that’s why I was pushing hard to get the Quickstart out in September. I got the Quickstart out in September, but then realized Feng Shui 2 was Kickstarting until October. … Continue reading

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