December 20, 2010

Don't Fear the DM's Seat

GMs, have you ever experienced burnout? You run your games for months or years at a time, doing everything you can to make the campaign as fun as you can. You’re good at it: extremely skilled with plenty of experience. But some days, you just want to play a game without worrying about the minutiae of running. What’s the usual barrier to you getting a game in? If it’s like my past experience: no one else knows how to GM!

If this is accurate, this post is for your players, and you probably want to share it with them post haste.

So, Players, as I’m sure you’ve now gathered, this post is for you. I’m going to spill the beans on some secrets of being the GM. Some secrets that I’ve seen guarded by some, but that only creates the burnout I’ve mentioned.

The first secret: GMing isn’t hard! It’s work, usually, but it isn’t difficult work. There are plenty of tools across the web and tucked in the quality GM guides that anyone willing to give it the time can actually GM. You know the rules, your GM has been adjudicating them and you’ve read the books. Don’t let what you don’t know be a barrier to entry.

The second secret: You’re allowed to get it wrong. Whether you know it or not, very little of the experiences you have at the table unfold exactly as your GM expected them to. Even after my series on designing games, I can’t stress enough how likely the plan is going to change. It’s also why I suggest talking to your players, before they make the decision to pack up and head to the Frozen North when the mission you had planned is in the great jungles of the west. If they let you know they think the Frozen North is a cool place they’d like to explore a week or more before you need to have the adventure ready, you can spend that time planning some cool conflicts and seeding some new adventures.

The third secret: GMing can be fun and rewarding in the right systems. Some games make GMing more of a chore than others, but like most creative endeavors, the payoff can be great. When a game you ran becomes the source of a slew of inside jokes, half of which were unintentionally funny moments you designed, you can’t help but feel a little pride. You did something people remember, that’s a tough thing in this age, as the Internet consistently makes the fifteen minutes of fame easier to obtain, and easier to lose.

That’s it, Players. You can GM. You probably have some crazy idea for a maniacal super boss trying to take over the world right now. And you probably know a bunch of heroes who would love to bring him down. Get to it! If you need help, ask your current GM, and make sure to invite him to the table!

December 19, 2010

Blog updates!

So, I promised you news. It’s good news, but I didn’t want to jump the gun too much with it.

First piece of news is good for you: I’m moving my blog schedule from Sundays to Monday, Wednesday, and Friday. So for those who have enjoyed my game design discussions, or my GM help, you’re going to be getting more of both! I’ve also got some ideas in store for both that I am sure you’ll like if you liked my previous blog series. The new schedule will be:

Monday: GM advice and theory. If you liked Hook, Line, and Sinker, you want to start checking in on Mondays.

Wednesday: Game design theory, ideas, and concepts.

Friday: Free for all. I’ll update everyone on my games on Fridays, and discuss whatever topic I feel like that week. Think of it as my day to go crazy and take along anyone who feels compelled.

So, first bit of news out of the way! Now we’re on to the next piece of news. In the long term, while I love my url, it isn’t appropriate for the long term focus of Thunderstorm Game Design as a business entity, so I will eventually be changing the url to something more accurate. Not happening immediately and I still don’t have a new url in mind, but it is coming, so keep an eye out for it.
Serious topic out of the way, now I get into the fun stuff!

Worked a tad on ExoSquad, got some idea of what all the attacks will be able to do, just getting to organizing and focusing them. Since I hate teasing, I’ll explain the idea I have for the weaponry and attacks. Each combatant gets a primary weapon, which is a basic idea, for example a Rifle. You can add various modifiers to this rifle who let you pick various tactics to use in combat. This goes back to my retraining argument in that after each mission, and sometimes during special conditions during a mission, you’ll be able to change out for new weapons and therefore get to pick new tactics, allowing you to swap builds on the fly.

The other thing I’m working on is a project I’m currently calling Freeform Roleplaying Engine, or FRE. FRE is a system for roleplaying that leaves the story in the hands of the players, the Moderator there to oversee interesting story and ensure conflicts are resolved fairly. It uses a simple system of narrative control to determine both power and longevity of characters. It definitely has its roots in FUDGE and FATE, with descriptive terms instead of a massive amount of numbers, and it’s completely diceless in its base form. The system is being designed primarily for online freeform roleplayers, but it should play just as well at the table and will not be very demanding on the Moderator (GM).

If you do like the blog, you should definitely subscribe to the RSS feed, available at right. Or you can check out my Twitter @pathunstrom. Come back tomorrow for a new GM advice article!

December 12, 2010

Hook, Line, and Sinker Part 4: The Climax

You set the hook by appealing to what drives the characters. You kept them on the line by putting that hook at the end of a series of smaller, more focused challenges. You designed those challenges with a series of smaller hooks and choices. Now, at the end of the game, you need the climactic final confrontation, you need to sink it and bring them back for your next adventure or campaign.

The climax is one of the most important parts of a story, and when it’s missing, people can tell.  In games, players often make their own climaxes, remembering the most iconic moments that present themselves during the game. The problem is that’s the relying on luck method, and this series is all about planning out awesome games.

When it comes to design, every adventure and campaign needs its own climactic encounter. That encounter, in order to give it prime memory real estate, needs to be the last challenge of the night. Beyond that, it needs a handful of things to improve its chances of success.

Stakes
The climactic encounter should have the highest stakes of the entire adventure or campaign. One set of stakes that’s perfect for the climax is of course the life, or at least story importance, of the player characters. Lethality of some sort should always be in the game, but during the climax, life and death become a genuinely interesting set of stakes due to the fact that failure by being removed from the campaign can have far reaching effects on the shared narrative. Another perfect stake in the climax is the hook itself: the ownership of the McGuffin, the secret, the revenge, or the glory. Finally, bring in the fates of non-player characters, allies and enemies known and unknown.

Tension
Tension is a difficult thing to generate, but by raising the stakes, you’re halfway there. The next step is to make losing a real possibility, or even a probable outcome. Some of this is making it challenging via the statistics built into the game, the enemies in the climax should be the most powerful of the adventure, but other ways are from your style as a DM. Don’t pull blows, fight dirty. Make the players feel like they have to work for it. That said, don’t make it impossible. If the heroes can’t win, it kills tension just as much as if they’re sure to win.

Setting
If the climax is a combat encounter, it should have the most interesting terrain features. If it’s a social encounter, public locations are best, especially if they have a lot of people involved. These types of locations make it interesting on a fundamental level. A combat with a dragon is interesting; a combat with a dragon on a stone bridge over a lake of lava with minions flowing from both sides with the McGuffin resting on a pedestal on the far side is climactic. An argument with a Vampire Prince is interesting; an argument with the Prince at Elysium is climactic.

The Unexpected
The last thing a climax need is a shift. The climax is where hidden allies throw their hand in with the heroes, where traitors turn on their ‘friends,’ where hidden plots come out, and nothing ever seems to go right. Besides the story implications that are usable in any type of conflict, combat encounters should have some major turning points, more so than a standard encounter. Take a page out of a video game’s book, make the ‘boss’ monster go through changes in tactics, or changes in forms. Have minions appear halfway through. Change the battlefield mid combat.

When it comes to ideas for a climactic conflict, the best place to look is your favorite movies. There’s only a handful of ways to successfully climax a story, and they’re all closely related.

So, readers, what do you think, did I miss any critical elements of a good game climax?

So I’ve reached the end of Hook, Line, and Sinker. I hope everyone has enjoyed it, I know I did! From the things I spoke on, I have a few more ideas for GM based articles coming, so expect this to become a regular fixture for the blog. I also have a few things I’ll be discussing next week regarding the blog itself and since the school semester is finally over, I’m going to buckle down and do some serious design work on ExoSquad, and a new project I’ll be announcing soon.

December 5, 2010

Player Interviews

This week, I’m finishing up the semester at school and trying to set up a game so have been conducting those GM-player interviews I’ve discussed in Hook, Line, and Sinker.  The game is 4th Edition D&D, and one of those interviews went fairly easily, but the conversation is a perfect example of what I want to happen in such an interview.

A GM-player interview should be a time where both sides can come to an understanding on the expectations and goals of the other.  A GM is going to have an idea of what kind of campaign they hope to run, and what kinds of characters are appropriate to that campaign world. A player will have an idea of their character and the goals that character would have.  These two need to come to some sort of focus point where they are compatible, as a problem at such a core part of the game is sure to cause bumps later.

Following is the conversation I had with one of my players.  As the game is via Gametable, most of this conversing is happening via e-mail, I also took a few liberties with order so that it reads better in this format.

Player:
I've got a character in my head for your campaign but I want to know:
a. What the other players will be playing so we can have a balanced party
b. What you will allow in your world
c. The amount of roleplaying that you usually do

Just some basic questions so I can decide the extent to which I will flesh out my character.


In case you are wondering, the character I have in mind is a Eladrin Ranger. Now, depending on the races you are allowing, that can change, and depending on what the party needs, that can also change. But for now, that is what I have in mind.

Me:
Well, one of the other players also is looking to do a ranger, so that in mind, I can modify encounters so they're balanced based on the party and not on expectations, so don't worry about that so much. If you are really worried about party balance, why don't you take the idea 'ranger' out and explain to me the character concept in narrative terms and not mechanical? Maybe we can find a class in another role that will do your 'ranger' just as well?

As for b: I have no world except for that which comes out in play. So basically, have fun with your character concept.

C: Also depends on the group. Some groups, I end up with more role playing than anything, very few dice. Other groups, it's hack and slash heaven. It really comes down to the individual players.


Player:
Alright, that sounds lovely, here is my basic idea for my character, though if you don't mind I would really love to stick with the Eladrin race.

She is a wanderer, someone who prefers to get things done alone rather than with a group because she feels that people get sidetracked too easily when in a group. She worships Melora and Corellon, and prefers nature over the civilized world. Despite her upbringing, she is a very accepting person and uses her words to her advantage, whether it be in getting her out of thick situations or in getting a higher reward. She grew up wanting to be a hermit in the woods, wanting the company of animals, rather than humanoids, but instead decided to go into the world of adventuring in order to gain gold to increase the beauty in the world. She plans on settling down in a wood somewhere once she has gained enough riches, and have no family. The reason that she joined the party is because she is knowledgeable enough to know that she can't fight dungeons on her own. She is often selfish, though, and will kill without thinking because she knows that death is the natural way of things.

Now that I've got that written out, ranger, though a perfectly reasonable class, seems to fit less then Druid might. Do you have a druid in the party yet? And I don't know if that is what you wanted, but it made much more sense for me, and now has me thinking of what I want to do with the character.

Me:
Unfortunately, I won't stand for the loner characters, as they too easily cause problems. (Note: This is important, sometimes, for the good of the game, the GM absolutely needs to say no.  This is one of those times.) Besides greed, what else would drive your character to rescue hostages from a small village?

Now, are you playing an Eladrin because you like the otherworldly nature, or just the pictures? If it's the second I'd recommend forgetting the mechanics nature of eladrin and just describe the character like those pictures (Or using them for your character token.)

As you haven't talked about how your character intended to fight, I'm still at a bit of a loss as to what class to offer. Do you imagine a warrior who uses weapons specifically, or a spellcaster with a nature bend?

How about this:
Would you rather lead a group and make them fight more effectively (This might be a way to reconcile the 'loner' characteristic with something actually useful to a group scenario. Keep the 'people in groups often get sidetracked' and become a bitter and exacting commander type.)?


Are you perhaps just at home in nature and have become something of a natural predator?

Or maybe you would rather use your abilities to defend people, your friends and allies, or even animals caught in the crossfire?

Player:
Completely understandable, I was worried that you might not allow loner characters, but I thought I might give it a go. I am completely okay with being much more friendly. I like the idea of her being a leader, because I can make her seem distant (as in she feels she is above everyone) but still need to have the group to support her, for she would be little without the rest of the party.

I intend on playing the Eladrin because of the otherworldly nature, not the pictures. Though I do prefer to play an attractive character (just personal preference). I want her to seem distant and somewhat unreachable, hence being otherworldly.

I think, with the direction that I am now bringing her, I think I shall make her a melee character, rather than a spellcaster. Ahhh, this makes me want to be a ranger again, so she could use multiple swords/weapons. That would be great.

But I can resist. I think I will have her fight as the person who goes in, takes a ton of damage, deals a ton of damage, and keeps the enemies off of the cleric/archer.

Definitely she is definitely a natural predator, no question, and doesn't care about helping others because she feels that if they cannot protect themselves from what they are facing, then what is the use of them living.

In the case of why is she rescuing villagers, I'm going to invoke a little bit of her history here. When she was but a small girl, she was thrown into the abyssal realm by an evil Eladrin mage. She was rescued by the god Faerinaal, but only if she promised to help any person who is in need of rescuing. This competes with her personality, but she is forced to obey the god.

Sound good? Or a little bit too.... much?

Me:
You don't need to make her 'friendly', just needs to be team oriented. Begrudging respect is fine.

What you just described is a Tempest Fighter. If you don't have access to Martial Power, I can help walk you through building it. Basically, two weapons, bonuses when wielding two weapons, draws enemy attacks and defends its party. They are cool because unlike most fighters, they can attack multiple enemies a turn if they play their cards right. I'll house rule your skills a bit to bring some more 'nature' flavor if you can't fit it in the baseline skills.

[Your back story] is the most interesting information yet. I might change the god's name eventually, but for now, you've got a solid back story here.

Player:
Alright, sounds good! I enjoy begrudging respect. Haha.

I'm happy to say that I do in fact have that book, I'll take a look at it...

I'm glad that you think so! I took a good look at the history of the race and their gods, and am happy to come up with something semi-original.

Thank you by the way for helping me out, I have a brother who is very deep into d&d but refuses to tell me anything about the actual game, and I did a lot of ad&d when I was a lot younger, but haven't for awhile. I'm sorry if I ask ridiculously ignorant questions, I've read the Players Handbook, so I have a basic idea of what to do, but it's different in action.


This was a great conversation, as she made it clear what type of character she wanted to play, I expressed my concerns and we came to a wonderful compromise and a character I can’t wait to see in play.

Come back next week for the next part of Hook, Line, and Sinker.

I do have to say that the last paragraph from my player bothers me. Why do gamers feel the need to hide the rules from new players? Why is keeping the concept of role playing an esoteric past-time so important to some people? You tell me readers, what is it that’s wrong with our community that we fight so hard to keep it small?

November 28, 2010

Hook, Line and Sinker Part 3: Adventure Design

So we've developed an overarching goal for our players, with an antagonist who's going to continue on his path regardless of the players actions. But that's just ideas, something you'll definitely need to revise before the end, and your game is starting in less than a week, you need something more concrete!

First step is of course picking a hook.  If this is a first adventure, you're going to need to pull something out of your initial questioning, something concrete and short term that you can fit into your ideas for a long term campaign. If this is anything BUT the first session, you should have ended the last session with some idea of where the player characters were going.

Once you have a hook you have a 'victory condition'.  The players get what they want, they win, if they are stopped, they lose. This is an important concept for RPGs as every single fight including 'Survive' as the primary victory condition gets boring after a while.

Going back to last week, let's take some of our 'outline' and make a quick and dirty adventure plan.  We'll assume the adventurers stopped the thief, so now know their trinket isn't a mere trinket. Hopefully, you find out last week they want to know more about their gem.

Our players want to know about their gem, so we obviously need to give them an opprotunity to learn.  A wise sage character, a fairly well stocked library, or even a local legend can all be useful in this situation.  Let your players guide you through this very roleplaying centric portion of your adventure, they'll let you know what kind of story they are expecting.

Now that your players know that the necklace is from the old Empire, and, if there research didn't turn up the fact, now's the time to let them know there are ruins nearby.  Hopefully, off they go.

Depending on your system, your next step is combats or traps, or something with a bit of an edge, it's time to make them to question their bravery. If they survive the trials, and they should, they should meet up with our bumbling archivist trying to find clues as to the whereabouts of the keys to the end game tower.  This is more roleplaying, and again, let your players lead you through this.  You know the character's motivation, let that guide your responses.

Once they know a little more, or have determined the archivist is unhelpful, you need to set up the keynote encounter.  This almost certainly should be a combat, something explosive, and you should find a way to bring the archivist back into the game, trying to steal the amulet.  Of course, beating him, and the rest of the encounter, means another piece of the amulet, and a hint that the item is for something very powerful.  What will our heroes do? Find out, because that's your hook for your next game!

Tying encounters together (Even as simply as this) helps fortify them in memory, as they can be grouped easily.  You want your players remembering this game, right?  So do what you can to help them do so.

To recap: Have a goal, tie the encounters together, and make sure to capstone with a great encounter.  Next time, I'll discuss making those excellent encounters.

What do you think, readers, are plot based victory conditions effective?  Try them out, see what your players think.

Read part 4!

November 21, 2010

Minimum Competence

I promised an ExoSquad update, and while there isn't much in the way of firm rules yet, as I'm a firm believer in designing by design. But that said, even after the ideas are there and the design bible written, you have a crazy idea that you've just got to try.


I stumbled upon that idea today. Imagine never missing. You roll the dice knowing you'll hit, but the dice tell you something more than a simple pass or fail: they tell you how effective you are.


Low rolls mean you graze or just scare your opponent, high rolls are deadly accuracy.


Applying this idea to ExoSquad, I've got a quick idea of how I can go about it.


Assuming a twenty-sided die, I'd make 1s always give a single point of heat.  After all, that's what heat is, right? It is something to worry about, even if it doesn't hit. Then, in the 2-5 range, it'd be based on weapon, maybe a smaller amount of heat, or a small beneficial effect like forced movement.


Stepping up the ladder, we get into the 6-13 range, the classic range of potential hit zones.  This will be your baseline effects, mostly damage, with an added benefit.


Then we push into the 'guaranteed hits', 14-18.  They aren't 100%, but a good portion of the time, a 14 (Or 70%+ for percentile.) or better is going to hit the target.  These get bonuses: a more powerful secondary effect, more damage.


Then we have the 'critical range' of 19-20. In Exosquad, this zone will be for the absolutely amazing effects at each level. And most of them should include an immediate threat roll from the enemy, in addition to whatever benefit it offers.


So, one roll determines effect, another spits out the specifics of the hit. Of course, each type of weapon and attack will have different riders and abilities, with different levels of damage to go with it.


In an effort to speed up game play, as most tactical RPGs have a bad habit of bogging down in combat, how do I apply this concept to the NPC killables? My idea is simple: a choice. Each enemy offers either two effects, and the player may choose which they want.


Perhaps an infantryman with a mounted machine gun can offer either an amount of heat (Say. . . a four-sided die.) or one heat and a forced move to represent a tactical retreat.


This system leaves the effects entirely in the hands of the players, who can choose between significant damage and stuns, or movement into what may be a less useful position and damage.


So, think about it, maybe try it out at home with a quick system hack in your tactical RPG of choice.  Let me know!


For a little bonus, I’ve also been thinking on Velocity, and have decided it’ll be more interesting as a ‘shared story’ type RPG where winning the dice roll means you decide the narration of the event, instead of determining pass/fail. I’ll need to set the thresholds regarding when you can actually knock an opponent out of the race, though leads will be determined by the narrator.


Come back next week for part three of Hook, Line and Sinker, and find out how Adventures should be planned using narrative tools.


Your initiative, readers; comment below:


Do you think removing the ‘whiff factor’ from games is a good idea?


How would you like to steal the DM’s thunder and choose the outcome of events in Velocity?

November 14, 2010

Hook, Line and Sinker (Part 2)

You've set the hook, the players are on the line and aimed for the end, now how do you reel them in?

Start with the high level plan you made: What is it the players are after that should be the focus point of the end game? 

If it's a Greed hook, is it a legendary item?  Maybe they want to rule the world?  Perhaps, they just want a country?  If it's Revenge, is the enemy truly a challenge for the end game? Glory had better be something to go down in the history of the game world.  If it's Knowledge, it should be something that only the party will know when the end game is over. Whatever it is, it has to be something characters of the suspected end can achieve.  In Dungeons & Dragons, it better be multiverse changing, in World of Darkness it should at least affect the city, if not the country or world.  The important thing is to know your system and its end game well enough to make the call.

Now consider what the players need to obtain the goal.  Let's look at a few examples:

The players want to control a mythical artifact that was shattered long ago.  Obviously, they need to obtain all the pieces with the final piece being obtained JUST BEFORE the final climatic battle/encounter.  Why just before?  Because what's the point of an awesome artifact if you don't get the chance to use it?  If it's a weapon, someone should be attacking with it.  If it's something more abstract, perhaps an item that can redefine reality, the final fight should be with an enemy who wants it for themselves, and is willing to plaster the party to get it. So, depending on how many pieces you want to have, you have a rough road map for the campaign: Piece 1, Piece 2, Piece 3, Piece 4. . . End Game.

If they're after revenge, it's a bit more abstract, but the same idea: They need to find out where the enemy is, they need to know his true capabilities, they might need something to counteract a specific strength, and then, they need to get to him.

If they want to control something or do something mythic themselves, they need to prepare.  They need to have the goal, they need to get help, they need to make themselves better, and they have to DO the thing.  Using the Hero's Journey as an outline for this is probably a good idea.

If they're after knowledge, the steps are also similar: They need to know the knowledge exists, they need to find out who or what has it, they need to find out where this thing is, and they need to go get it.

So now you have a basic road map, each major 'step' should take about equal portions of the experience ramp.  I'm going to combine a few of the above ideas into one as I walk through a campaign plan that should keep players on the line.

End Game Hook: The players are trying to assemble an artifact that will let them revive an ancient empire to bring light back to the world. They will be opposed by a man who will stop at nothing to use that same artifact to gain unlimited demonic power and create an empire of his own.

Note that this hook combines three elements, and can include the fourth: An artifact of great power for Greed, a Glory in saving the world, Revenge in a long term antagonist, and Knowledge can be drawn on by making the ancient empire or artifact not something easily found out about.  By using all four hooks, I hope to draw any potential players toward the same goal.  Also, by including all four hooks, I can drop elements the players don't like without greatly affecting my ability to plan for their choices.

Now, steps for each goal:

Artifact

I'll use the artifact as the initial hook for the game and break it into four pieces: The first will be a large gemstone on a necklace that acts as a scaling magical item over the course of the campaign. The second piece will be a rod, wand, or staff (Whichever one is most useful to the players) that the crystal can sit in.  The third piece will look like a piece of accent on another scaling magic item.  And the last 'piece' is a tower from the old Empire where the final battle can take place.

Antagonist

This is a hard one to work with, but likely, he'll be a 'behind the scenes' man, sending loyal henchmen who drop clues leading to him at the end, where he will personally try to dispose of our band of heroes.  The first clue will be when someone tries to steal the necklace from the party, the next will be a man who was trying to get the rod, and the final clue can be a man who has the last piece of the artifact. Then, of course, we have our climax.

Knowledge

I'll say that the use of the artifact is going to be a hidden thing, with clues hidden in the pieces, the antagonist’s friends, and a few wise sages littered amongst the overarching story.  I don't want to make this too specific, but the information should be paced so as to not give out so much as to have 'cut scenes' that slow the game down. We also want to make as much as possible relevant to the current story as possible.  For our case, the first clue that the gem is more than it appears comes when they stop the 'thief,' who lets it slip that the group doesn't know what they're dealing with. From there, investigation should reveal its connection with the old empire, and lead to them seeking out ruins where the rod is kept. At the ruins, they encounter the second thug, whose murmurs reveal that there is an artifact that helped shape the old empire.  If they investigate further, they should learn of the existence of the tower, and at least some of its function.  Another piece of the puzzle is of course the 'key' hidden on another item, which should come into play when the last henchman tries to obtain the other two pieces, revealing that his master knows where the tower is and knows how to activate it. The players should be able to trace the antagonist enough to learn who he talked to, and where he went.  Then we go on to our final encounter.

Glory takes effect pretty much anywhere along this path.  Perhaps they're doing things for a specific king, or spreading their own names so as to more smoothly take control.  It doesn't matter as long as people start talking about them.

So there we have a basic outline:

Adventurers do a dungeon crawl, find a special necklace.
Thief attempts to steal necklace, revealing that its worth is more than it seems.
Group seeks a sage to learn more (Or does research on their own!).
They go to ruins from the old empire.
A man they find wandering through the place reveals that there is an artifact of great power left from the old empire.
Upon defeating him, the players learn he worked for a man who wants all the parts of the artifact.
They find the rod.
They find information on the tower.
They seek out the last key, tracking the man who wants the artifact for himself.
A thug tries to stop them; they take the last piece from him.
They follow the trail left by the thug.
At the tower, they face off with their antagonist.
Win or lose, someone uses the tower.

With this in hand, you have a basic idea of where to go, and what small scale plot hooks to lie down in the players’ path. Combine some of these elements with the players’ short term goals and fill in any dull moments with the players tangents, and they’ll be enjoying themselves to the end.

As this article has proven much longer than I intended, I’m going to break the series into a few more parts.  We’ll get into Adventure and Encounter planning in the next few segments, and end it with the Sinker: clinching Campaigns, Adventures, and Encounters in a way that satisfies.

Next week, I’ll look into discussing more mechanics ideas for ExoSquad, find out more about the load-outs I mentioned in my post on system mastery.

So what do you think, GMs, is this type of planning likely to help you out in the long run?  What about players, you guys think this is too much of a railroad?  Sound off in the comments!

Find Part 3 Here