6 thoughts on “Relearning the fine art of sticky notes.”

  1. To me, this demonstrates why books like Maze of the Blue Medusa are the future of adventure design. An adventure should be written to be easily used at the table on the fly. I fear a lot of adventures are written more to be read.

  2. To me, this demonstrates why books like Maze of the Blue Medusa are the future of adventure design. An adventure should be written to be easily used at the table on the fly. I fear a lot of adventures are written more to be read.

  3. This is less an adventure and more a campaign arc, I mostly used these for monster stats, but having the elemental strong holds for each chapter marked means I can quickly adapt if my party goes somewhere I don’t expect.

    I expect them to hit Feathergale Spire next, because two PCs have personal hooks that way and it’s close, but I might also find they go to Sacred Stone Monastery, because two other personal hooks.

  4. This is less an adventure and more a campaign arc, I mostly used these for monster stats, but having the elemental strong holds for each chapter marked means I can quickly adapt if my party goes somewhere I don’t expect.

    I expect them to hit Feathergale Spire next, because two PCs have personal hooks that way and it’s close, but I might also find they go to Sacred Stone Monastery, because two other personal hooks.

  5. Warren Denning You are right, because most “mainstream” RPG products are written by authors and assembled by book sellers, instead of being designed by game players. The main objective is hitting a word count, not maximizing utility at the game table.

  6. Warren Denning You are right, because most “mainstream” RPG products are written by authors and assembled by book sellers, instead of being designed by game players. The main objective is hitting a word count, not maximizing utility at the game table.

Comments are closed.