#AdventureDesign

2025-06-14

My warmup #AdventureDesign for today is something that could be fairly called "The Morrow Project if the Morrow Project Were Stripped of Its Military Fetish."

And I'm _really_ liking it. Most of my warmups just get tossed straight into the archives, but I'm kind of itching to GM this one.

#HTTRPG #TTRPG

2025-06-10

A hurdle: explaining that "non-presumptive" is a quality that requires design. It's not just an attitude.

If the problem is "The refrigerator door is open," GMing that with an attitude of "... and the PCs can do whatever they want!" gives the table (diddly^squat) toward #HTTRPG play. As a problem, it lacks the nuance to qualify as non-presumptive.

Once you learn to spot the 'fridge doors' in design, it's pretty easy to learn to replace them with well-rounded problems.

#AdventureDesign #TTRPG

High-Trust Trad

Traditional RPG where gameplay favors in-character creative problem solving and problem design favors the non-presumptive.
2025-06-09

In addition to trying to map out the scrawny timeline of #HTTRPG designs that made it to retail shelves back in the day, I find myself categorizing the "cousins" a bit, too ... other open-ended #AdventureDesign styles that catch my eye. Two that keep popping up:

The Long Line: Storyish adventure that's explicitly open to CTI near the very end but strongly presumptive until then.

The Charged Situation: Places the PCs into a multifaceted chaos and invites them to make of it what they will.

2025-06-08

Today's warm-up adventure design is a kind of "seize a generic hook from dozens of low-trust adventures and concoct a high-trust piece from it." Today it's the rusty, creaky, leaky old "remote station has gone silent; go check it out?" hook.

Will anything come of it? Probably not. I do several of these a week; they're just how I get my fingers typing. But this one is a medical reaction to recent reading (and it's turning out surprisingly upbeat)! šŸ˜…

#TTRPG #AdventureDesign #HTTRPG

2025-05-25

When I've got an hour to kill and I'm just tapping on my phone, I often do a quickie RPG adventure design for a non-RPG setting (Firefly, Doctor Who, Danny Dunn, M*A*S*H, Trek, etc) because I like to design for specific "PCs," so I let the franchise characters serve as PC surrogates.

Whenever I'm musing about how I long for certain licenses, it's usually because I've designed a _good_ one and I wish I could publish it as-is without smudging the serial numbers. šŸ˜‚

#AdventureDesign #TTRPG

2025-04-22

Too much text for a post, too much text for the Alt-Text, too much text for a graphic, really ... but too skimpy for a blog-post. Ah well. Made it anyway, so I'll show it to you folks.

#TTRPG #HTTRPG #AdventureDesign

In the latter half of the 80s I dove hard into RPGs, playing dozens of different games with hundreds of players, thanks to a town with three busy game shops (and having a job at one). Most of my experiences were amazing; some were so amazing they probably saved my life. A few experiences were dull, or even awful, but they were the exceptions.
* I spent the 90s developing as an RPG writer and designer, and trying to nail down the elements of play, design, and attitude that _delivered_ the awesome, and find ways to build upward from those. Lots of trial and error. The successes were as amazing as I hoped. The errors were usually pretty embarrassing, but they were the exceptions. Industry colleagues described some of my work as "high-trust," and that stuck with me as describing many of the conclusions I'd come to, about the awesome. Meanwhile, the industry was busy discarding everything I'd realized I love the most.
* I left the industry in the Noughties and dove into projects designed to express all I'd learned and all I'd loved in the prior years (Risus Companion, Uresia, Encounter Critical, Fly From Evil, Troubled Times and so on). I did so with the joyful certainty that these works would help me find others with interests similar to mine. That didn't work out, but these works (even the unpublished ones) led to many amazing connections, and lots of great roleplaying.

[Text continues in the graphic, which should be OCR-friendly, but this hits the Alt-Text cap]
2025-03-23

Since G+, my go-to jokey contrast example. The exaggeration is absurd, of course, and its own brevity limits its value, but I still like it. 😁 With a one-line premise and just six bullet points, two tiny designs can play very differently.

#HTTRPG #TTRPG #AdventureDesign

Duke Meany is Oppressing the Snoobles! (V.1)
You must fight him!
In a formal duel!
To the death!
In the Courtyard of Zoof!
Using your uncle’s sword!
As a suppository!

Duke Meany is Oppressing the Snoobles! (V.2)
He’s competing with his brother, Duke Jerkface!
Duke Mom makes them both feel like failures!
Duke Meany’s soldiers resent their own mistreatment!
Some Snoobles are forced to spy on their neighbors!
Duke Jerkface (who oppresses the Wimbles) actually admires his brother!
Duke Meany uses Mayor Snooble’s addiction to fluffy toy collectibles against him!
2025-03-01

Some ways of trying to describe #HTTRPG to strangers. It's mostly about #AdventureDesign, in a style that existed commercially (on the fringes) from the early 80s until sometime in the mid-to-late 90s, before disappearing from game retail.

I'm ghalev on Discord. I run free workshops that teach the basics of designing in this style. Even if you don't have an interest in this style, there's plenty to pilfer for other styles.

#TTRPG

High-Trust Trad Traditional RPG where gameplay favors in-character creative problem solving and problem design favors the non-presumptive.A simple diagram emphasizing that the high-to-low spectrum of trad gameplay has "In-Character Creation and Implementation" at the highest end and "Out-of-Character Selection and application" at the lowest.Minimal Features of a . High-Trust Trad Adventure

A High-Trust Trad adventure provides for gameplay fo-

cused on in-character creative problem-solving (the fusion

of roleplay with gameplay). To that end, it’s just regular

Trad, with some critical points of emphasis:

e An adventure consists of a problem or (more often) a tangled set of problems for the PCs to solve.

o Central problems are non-presumptive: there is no presumed, correct, or optimal approach to them (so, no mechanized set-pieces, puzzles, or riddles), nor is there a notably finite solution-set (so, no Videogame Questions/Trolley Problem:s).

e To the greatest extent possible, the adventure (and gameplay) is free of anything that would require the out-of-character attention of the players.

Since trust is a spectrum of emphasis, these are only stars

to steer by, not absolutes. ā€œNo puzzlesā€ just means no

puzzles given central importance. Low-Trust elements can still be fun as side-matter, sprinkled with a light hand. Features of an Excellent . High-Trust Trad Adventure

o The adventure’s stakes are designed to complement and/or challenge the PCs’ motives and natures.

o The adventure’s central problems are rich with char- acterizing potential.

o The adventure’s challenges are designed and tested for fairness. This is a non-adversarial form, so the idea is not to defeat or stymie the PCs, but to give them op- portunities. So, while neither the ...

Text continues beyond the alt-text character limit.Over the years I've used many shorthand summaries to describe High-Trust Traditional roleplaying. Like the explainer graphics, each is accurate, but limited (sometimes fatally) in the interest of brevity. But often, online, anything more than shorthand will be ignored.

For the player, nothing.

It's trad emphasizing Characterized Tactical Infinity.

It's trad emphasizing in-character creative problem-solving.

It's trad leveraging the full potential of having a GM.

It's the fusion of roleplay and gameplay.

It's when roleplay and gameplay are the same play.

It's an RPG you can play by roleplaying, instead of while roleplaying.

It's RPGs doing the things computer games can’t do.

It's about providing so much gameplay for the PCs that there’s no need to bother the players.
Snapai :verified_dragon:Snapai@dragon.style
2025-02-21
2024-12-12

Meaningful choice as a motivator for your RPG players

Erin argues for giving your players significant choices as soon as possible as a way of getting them engaged with the game.

youtube.com/shorts/Sz8XB9Ehqw0

#GMTips #DMTips #AdventureDesign #ModuleDesign #TTRPG #ttrpgcampaign #DnD #RPG

Happy weekend all! I got some amazing news a few weeks back so to celebrate both the City Lost to Dream and Silence of Stonetree are 50% off this weekend! These top-rated adventures are compatible with 5e!

Scale a shattered wizard's tower in the ruins of an ancient floating city to stop a powerful mage’s dread creation from escaping out into the Material Plane before venturing into the fey to find the fountain of Legend! Each adventure comes with new monsters, VTT-friendly maps (colour & BW), handouts and a terrifying boss encounter (see below). All for $1.50! Don't miss out!

drivethrurpg.com/en/publisher/

(All images protected by glaze)

#MastoArt #FediArt #Art #DnD #TTRPG #SelfPromo #SelfPromoSaturday #MonsterOFTheWeek #AdventureDesign #DiceCamp #Sale #DriveThruRPG

A creature of flowing cloth and a bonelike crown. Ancenter and withered she has five arms that she used to move.A birdlike contrast of stone, wrapped in petrified vines and glowing eyes in the folds of the stone wings.
Amusement LogicAmusementLogic
2024-06-20

Keys to designing Canyonings šŸ—ļøšŸ§—ā€ā™‚ļø
Safety, protection, variety, and flows are some of the factors that determine artificial canyoning circuits. šŸ›”ļøšŸŒŠ

šŸ‘‰ READ the news, see MORE PICTURES or either SUBSCRIBE to our summary of news and updates through link: amusementlogic.es/noticias-de-

Going to be sending out another newsletter tomorrow for the next project update! I usually aim to send them out on Tuesdays but I'm behind.
I'll be talking about the development of the boss of this adventure! Here is an out-of-context sketch from the newsletter.
braverobynart.com/newsletter

#MastoArt #fediart #DnD #AdventureDesign #adventure #newsletter

BW sketch of a knight without a head, his head is falling to the ground and has a speech bubble that reads; "Oh f..."

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