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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="Alzrius" data-source="post: 9285626" data-attributes="member: 8461"><p>There's the <a href="https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule" target="_blank">three clue rule</a> of designing mysteries, which is basically that you should always make at least three clues for any given instance where the PCs <em>need</em> to find something to progress, since if you have less it's entirely possible that they'll fail to find the clue(s) and the game will grind to a halt.</p><p></p><p>His <a href="https://thealexandrian.net/wordpress/7949/roleplaying-games/node-based-scenario-design-part-1-the-plotted-approach" target="_blank">node-based design</a> articles basically outline how to prep non-linear game sessions.</p><p></p><p>While he didn't invent the term "ivory tower design," he has a great article reminding us of <a href="https://thealexandrian.net/wordpress/2498/roleplaying-games/thought-of-the-day-ivory-tower-design" target="_blank">what it <em>actually</em> means</a>, since everyone seems to get it wrong.</p><p></p><p>I really enjoy his <a href="https://thealexandrian.net/wordpress/587/roleplaying-games/dd-calibrating-your-expectations-2" target="_blank">calibrating your expectations</a> article about D&D 3rd Edition and what the game system tells us about what high-level characters can do.</p><p></p><p>Those are just a few of my favorites.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 9285626, member: 8461"] There's the [url=https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule]three clue rule[/url] of designing mysteries, which is basically that you should always make at least three clues for any given instance where the PCs [i]need[/i] to find something to progress, since if you have less it's entirely possible that they'll fail to find the clue(s) and the game will grind to a halt. His [url=https://thealexandrian.net/wordpress/7949/roleplaying-games/node-based-scenario-design-part-1-the-plotted-approach]node-based design[/url] articles basically outline how to prep non-linear game sessions. While he didn't invent the term "ivory tower design," he has a great article reminding us of [url=https://thealexandrian.net/wordpress/2498/roleplaying-games/thought-of-the-day-ivory-tower-design]what it [i]actually[/i] means[/url], since everyone seems to get it wrong. I really enjoy his [url=https://thealexandrian.net/wordpress/587/roleplaying-games/dd-calibrating-your-expectations-2]calibrating your expectations[/url] article about D&D 3rd Edition and what the game system tells us about what high-level characters can do. Those are just a few of my favorites. [/QUOTE]
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