Campaign Setting Design: Putting it all Together

So far, these articles have focused on definitions and theory. This article shows how they can used together to actually craft something. Summary of Steps Develop the setting, so the campaigns have a place to happen. Develop campaigns, so the player characters have long-term goals and to provide a general …

Campaign Setting Design: Scenario Structure

This process owes its genesis to ideas I had while reading Justin Alexander’s Node-Based Scenario Design essay.  This essay formalized processes I had been applying and helped focus my mind on them… and led to me to some abstractions I hadn’t considered before. An adventure, a scenario, can ultimately be …

Campaign Setting Design: Published Guidelines

As part of my research for these articles, I’ve been reviewing published guidelines for adventure design. In the last couple days I have reviewed DMG 3.5, DMG II, Green Ronin’s Advanced Gamemaster’s Guide, and the Pathfinder GameMastery Guide. They have all had much the same advice for developing adventures: devise …

Campaign Setting Design: Scope Level Sizes

This is a quick addendum to my last post, particularly the section on scope levels. I wrote how scope levels describe how broad an impact or influence entities can have.  However, I didn’t write about how big I expect game elements of each scope level to be in play.  This …

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