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Gary Gygax's Insidiae feedback?
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<blockquote data-quote="nopantsyet" data-source="post: 1975756" data-attributes="member: 3109"><p>Hah! I didn't even think of that. I knew the ambush connotation of insidiae, but couldn't figure out the tie-in so I didn't mention it. Ironically, however, that's pretty much exactly what happened to me. I was browsing at my FLGS for something to buy--didn't know what, just wanted something. And I saw this nice glossy spine imprinted with the word, <em>Insidiae.</em> It jumped out at me and I had to take it home.</p><p></p><p>Personally, I try to create non-linear adventures and keep the whole mess straight in my head. What I find useful about the book is that, at any one time I've got several unfinished pieces rattling around waiting to be completed and dropped into the game, and I can run through the book in the context of my ongoing campaign and it helps me flesh out the partial ideas.</p><p></p><p>Plus, I need to be reminded early and often that a roleplaying game is not the same thing as narrative fiction. So I try to create a framework that the players can navigate in various ways. I especially like having short, ancillary plots that end up leading back to a larger plot. And <em>Insidiae</em> is perfect for that.</p><p></p><p>And I think it's really cool that Gary is working with members of the next generation of game designers. He's certainly not the only great game designer the world has known, but he's an important figure, and it's cool that he's investing some effort in the future of the hobby.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 1975756, member: 3109"] Hah! I didn't even think of that. I knew the ambush connotation of insidiae, but couldn't figure out the tie-in so I didn't mention it. Ironically, however, that's pretty much exactly what happened to me. I was browsing at my FLGS for something to buy--didn't know what, just wanted something. And I saw this nice glossy spine imprinted with the word, [i]Insidiae.[/i] It jumped out at me and I had to take it home. Personally, I try to create non-linear adventures and keep the whole mess straight in my head. What I find useful about the book is that, at any one time I've got several unfinished pieces rattling around waiting to be completed and dropped into the game, and I can run through the book in the context of my ongoing campaign and it helps me flesh out the partial ideas. Plus, I need to be reminded early and often that a roleplaying game is not the same thing as narrative fiction. So I try to create a framework that the players can navigate in various ways. I especially like having short, ancillary plots that end up leading back to a larger plot. And [i]Insidiae[/i] is perfect for that. And I think it's really cool that Gary is working with members of the next generation of game designers. He's certainly not the only great game designer the world has known, but he's an important figure, and it's cool that he's investing some effort in the future of the hobby. [/QUOTE]
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