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Sometimes I procrastinate for no good reason.

I mean, there I was, lamenting the fact that I’m no good at outdoor adventures or “journey design” or whatever you want to call it. Then I sat down and started iterating on existing ideas, and I have enough material for a couple of sessions. I’m excited again, blog!

The only thing I have to be careful about— and this is something conscious, that I want to do myself— is keeping a thread that ties it all together. It’s easy to have these points of interest be unconnected, but that’s not what I want.

Maybe it’s more accurate to say that I’m challenging myself. Here’s what I’m going for:

  • Provide choices along this journey.
  • Tie many of these points of interest to a common theme.
  • Reveal more about the history of the area through these apparently unconnected places.

It’s fair to say that I might fail, and I’ll be OK with that; I just have to remind myself that I’ve never actually run this style of play before, so I’m flying blind. I’m relying on my instincts of what I think is cool as a player.

We’ll see how I do! Regardless, I think we’ll have fun, provided I don’t make the encounters too hard.

Alternate title: “this is how you can tell I am procrastinating.”

Once I’m in the thick of running a game, it’s a blast. But all this prep? It’s no wonder people go play World of Warcraft. I’m clocking in God only knows how many hours for ~4 hours of fun when I could, alternately, install a piece of software and play it with friends or by myself for hours.

I’m working on my own game, and let me tell you that I am finding it quite frustrating. I’ll even go so far as to say I find it discouraging. Fair warning, blog: this post is mainly for my own benefit, as I ramble about my inability to prepare.

To some extent, my expectations are too high. I’ve been into World of Darkness games and their ilk pretty consistently for nearly a decade. (Also, jesus shit that’s a long time.) I have a pretty good sense of what makes a good game in this regard, and although I still struggle a lot of the time, it’s just a matter of putting the work into that it requires.

By this point, I’ve run more one-shots of D&D than I have of any other game, which is bizarre considering how much time, thought, and money I’ve invested in the new World of Darkness alone. It’s easy to see why, though: one-shots are easy, especially when you’re doing little more than a mechanical demo.

Now that I want to run something more extensive, something substantial, I’m running into a lot of trouble.

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June 2017
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