I’m proud enough of this series of articles to want to make it easy to direct people to them, so here we go.
- Campaign Setting Design was the start of this series and talks about the various setting entities I work with and some of the information about them. They get more formalized in the next article.
- Entity Template, Updated and Explained contains the updated entity definition template (previously described in ‘Campaign Setting Design: Definitions’) I use when developing things for my setting.
- Entity Scope, Updated and Explained contains updated scope definitions (previously described in ‘Campaign Setting Design: Definitions’) I use when developing things for my setting.
- Campaign Setting Design: Scenario Structure describes how I assemble a scenario from the individual scenes I anticipate
- The Rule of Three is probably a better title overall than “The Rule of Two to Five”. I find that anything important for or to the PCs should probably show up around three times. Whether it’s three ways to get a clue (to give them a decent chance of getting it) or four places to look for the treasure (too few it feels railroaded, too many it gets boring), three is often a close to the right number.
- Campaign Setting Design: Putting it all Together was the last post in the original series and describes how the previous posts relate to each other and become useful.
- Node-Based Megadungeon Design is a series presenting an example of how to apply these techniques to design a megadungeon.
- Anthony Node-Based Design describes a technique I’ve devised for building usable and effective graphs for these methods. Once I have the graph I can fill it in (and change) as needed, confident that the relationships needed for navigation between the nodes are sufficient and complete.
There are a few other related articles that are not necessarily part of the series above, but I think are useful reading.
- Challenge, Response, and Secret is one of my earliest articles on developing a campaign setting. In fact, it predates this blog by several years. However, the techniques in here have been some of my most reliable and useful tools in setting and scenario design, and they boil down to three simple questions: why, what happened, and who knows what?
- Factions was a later post in response to a conversation in Google+ that illustrates how the hierarchical and node-based entity design (everything is ultimately connected to everything else) works with character groups in-game, and how it can be a ready source of new ideas. What happens when you tug on a particular relationship?