Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What are the basic building blocks of your games?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FireLance" data-source="post: 5186448" data-attributes="member: 3424"><p>Like the thread title says. What would you consider to be the basic building blocks of your games, adventures and campaigns? </p><p></p><p>For me, the basic building blocks of my games tend to be <strong>challenges</strong>. When I think of the adventures I run, I tend to separate them out into discrete challenges (a fight, a puzzle, a trap, etc.) and graft onto that an overall structure for how the PCs could move from one challenge to another. The focus of the game is thus for the PCs to simply overcome each challenge as they encounter it. Arugably, challenges are the basic building blocks of the basic dungeon crawl.</p><p></p><p>Some of the other possibilities I can think of are:</p><p></p><p><strong>NPCs and Motivations</strong>: A DM who thinks in terms of NPCs and motivations as the basic building blocks of his games would probably have in his head a fairly complex web of alliances and animosities between the PCs and the main power players. The emphasis of such games is not so much on whether the PCs overcome the challenges they face, but the effect that success or failure would have on the relationships that the key NPCs have with the PCs and with each other. Such games would probably be quite dynamic since even if the PCs don't do anything, various NPCs will have their own agendas which drive change in the campaign world. Arguably, NPCs and motivations are the basic building blocks of a political campaign.</p><p></p><p><strong>Interactions</strong>. A DM who thinks in terms of interactions as the basic building blocks of his games will probably include a variety of locations, creatures and objects in his game that are interesting and which may be interacted with in a variety of ways. The PCs drive the campaign and effectively select their own challenges and influence NPC motivations through the way they interact with the various game elements. Success or failure at challenges is less important than whether the interaction experience was an interesting one. Arguably, interactions are the basic building blocks of a sandbox or exploration-themed campaign. </p><p></p><p>Of course, most games would feature elements of all three of the basic building blocks that I mentioned. Even in my games, there will be a few NPCs with objectives and motivations and interesting objects and locations to interact with, but the main focus is on the challenges that the PCs face.</p><p></p><p>What do you consider to be the basic building blocks of your games? Are there other basic building blocks you can think of?</p></blockquote><p></p>
[QUOTE="FireLance, post: 5186448, member: 3424"] Like the thread title says. What would you consider to be the basic building blocks of your games, adventures and campaigns? For me, the basic building blocks of my games tend to be [B]challenges[/B]. When I think of the adventures I run, I tend to separate them out into discrete challenges (a fight, a puzzle, a trap, etc.) and graft onto that an overall structure for how the PCs could move from one challenge to another. The focus of the game is thus for the PCs to simply overcome each challenge as they encounter it. Arugably, challenges are the basic building blocks of the basic dungeon crawl. Some of the other possibilities I can think of are: [B]NPCs and Motivations[/B]: A DM who thinks in terms of NPCs and motivations as the basic building blocks of his games would probably have in his head a fairly complex web of alliances and animosities between the PCs and the main power players. The emphasis of such games is not so much on whether the PCs overcome the challenges they face, but the effect that success or failure would have on the relationships that the key NPCs have with the PCs and with each other. Such games would probably be quite dynamic since even if the PCs don't do anything, various NPCs will have their own agendas which drive change in the campaign world. Arguably, NPCs and motivations are the basic building blocks of a political campaign. [B]Interactions[/B]. A DM who thinks in terms of interactions as the basic building blocks of his games will probably include a variety of locations, creatures and objects in his game that are interesting and which may be interacted with in a variety of ways. The PCs drive the campaign and effectively select their own challenges and influence NPC motivations through the way they interact with the various game elements. Success or failure at challenges is less important than whether the interaction experience was an interesting one. Arguably, interactions are the basic building blocks of a sandbox or exploration-themed campaign. Of course, most games would feature elements of all three of the basic building blocks that I mentioned. Even in my games, there will be a few NPCs with objectives and motivations and interesting objects and locations to interact with, but the main focus is on the challenges that the PCs face. What do you consider to be the basic building blocks of your games? Are there other basic building blocks you can think of? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What are the basic building blocks of your games?
Top