Daern
Explorer
...like described here and below?
Critical Hits Podcast
I enjoyed this interview. I was particularly interested the application of the 5x5 "Machination Meter". The 5x5 tool seems to be a happy medium between sandbox and plot-driven styles, but Davethegames' recent write up of his Temple of Elemental Evil sessions intrigued me quite a bit more.
Here is the relevant quote from the blog:
"These I dubbed the Machination Meters: a list of goals that each temple element was pursuing for some ultimate agenda. Advancing a step on a track represented the passage of time and the goals advancing while the PCs adventure." -Davethegame
The basic idea (I think) is to have a variety of plots or threads that will develop as the players move through the game, without PC intervention.
The effect is to make players think about the pacing of their Extended Rests, forcing them to conserve resources throughout their adventures, think strategically, abrogating the 5-minute day and as a knock on effect, giving players a sense of the campaign world at large.
This structure seems applicable to any rpg, set of event chains that have multiple phases that advance as a campaign progresses. Of course, I would think it very important to make the players aware of these events in various ways, thus creating game consequences for their decisions.
Has anybody tried something similar? Thoughts?
Critical Hits Podcast
I enjoyed this interview. I was particularly interested the application of the 5x5 "Machination Meter". The 5x5 tool seems to be a happy medium between sandbox and plot-driven styles, but Davethegames' recent write up of his Temple of Elemental Evil sessions intrigued me quite a bit more.
Here is the relevant quote from the blog:
"These I dubbed the Machination Meters: a list of goals that each temple element was pursuing for some ultimate agenda. Advancing a step on a track represented the passage of time and the goals advancing while the PCs adventure." -Davethegame
The basic idea (I think) is to have a variety of plots or threads that will develop as the players move through the game, without PC intervention.
The effect is to make players think about the pacing of their Extended Rests, forcing them to conserve resources throughout their adventures, think strategically, abrogating the 5-minute day and as a knock on effect, giving players a sense of the campaign world at large.
This structure seems applicable to any rpg, set of event chains that have multiple phases that advance as a campaign progresses. Of course, I would think it very important to make the players aware of these events in various ways, thus creating game consequences for their decisions.
Has anybody tried something similar? Thoughts?
Last edited: