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Shawn

๐Ÿ‘ค Speaker
853 total appearances

Appearances Over Time

Podcast Appearances

Mastering Dungeons
Recent Game Design Lessons (MD 219)

I may like something and I may have to work on a project where I'm doing something that isn't my preference, but at least for the time that I'm designing, that needs to be my preference. That needs to be the thing I love. I need to learn to love this so that I can do the best job about it. Write what you know is great advice. Write what you love is great advice up to a certain point.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

But when you become more advanced, when you become, When you get to the point where you're trying to do different things, it's not write what you know, it's start from where you know and learn. It's write what you love, but learn to love other things, or at least learn to appreciate other things.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

But when you become more advanced, when you become, When you get to the point where you're trying to do different things, it's not write what you know, it's start from where you know and learn. It's write what you love, but learn to love other things, or at least learn to appreciate other things.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

When I was on the Kiel Lund Triad, one of the first things I did was put a sort of a Yahoo group survey out. And it was a question about prep time and complication and how much weight is appreciated for the effort versus making a simpler adventure that's a little more straightforward.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

When I was on the Kiel Lund Triad, one of the first things I did was put a sort of a Yahoo group survey out. And it was a question about prep time and complication and how much weight is appreciated for the effort versus making a simpler adventure that's a little more straightforward.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And people, a wide, wide margin said, yes, make it more difficult to run or prep if it has to, as long as it's going to be different. And those adventures were by far the least liked. So people say they wanted it, but then when the consequences of making it that way were presented to them, They did not like it.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And people, a wide, wide margin said, yes, make it more difficult to run or prep if it has to, as long as it's going to be different. And those adventures were by far the least liked. So people say they wanted it, but then when the consequences of making it that way were presented to them, They did not like it.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Yeah. Well, it was also the players. Yeah. Right. The players said, yes, we want something different. And even if it's a little more complicated and it may not be the best experience ever. Yeah. And and then they're like, no, we don't like this. So, you know, it's sort of that. Be careful what you wish for. And yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Yeah. Well, it was also the players. Yeah. Right. The players said, yes, we want something different. And even if it's a little more complicated and it may not be the best experience ever. Yeah. And and then they're like, no, we don't like this. So, you know, it's sort of that. Be careful what you wish for. And yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Okay, so let's talk about our newer experiences. Third edition was great. We had a great campaign in Living Greyhawk. We had some other sub campaigns. I worked on Zendrick Expeditions, which toyed with the idea of rather than tracking things just on paper, using computers to track. So at the end of a game, the game master would go online and answer the questions

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Okay, so let's talk about our newer experiences. Third edition was great. We had a great campaign in Living Greyhawk. We had some other sub campaigns. I worked on Zendrick Expeditions, which toyed with the idea of rather than tracking things just on paper, using computers to track. So at the end of a game, the game master would go online and answer the questions

Mastering Dungeons
Recent Game Design Lessons (MD 219)

that your group how they did and that would trigger a certain number of experience points or magic item access etc and then you would go and check on your website oh what level is my character now oh what what could i what could i do and you know this was this was pre-smartphones. This was like, you got to log on and look at this on your laptop.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

that your group how they did and that would trigger a certain number of experience points or magic item access etc and then you would go and check on your website oh what level is my character now oh what what could i what could i do and you know this was this was pre-smartphones. This was like, you got to log on and look at this on your laptop.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So you couldn't advance during a convention, during a show, you'd have to wait till the end. And so weird things like that were going on. It was a great experiment that did not work for so many reasons, but it taught me that the format of a campaign can greatly affect Everything. How the rules work, how the adventure needs to be written.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So you couldn't advance during a convention, during a show, you'd have to wait till the end. And so weird things like that were going on. It was a great experiment that did not work for so many reasons, but it taught me that the format of a campaign can greatly affect Everything. How the rules work, how the adventure needs to be written.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

When we wrote Adventures for that, even though it was just a third edition organized play campaign, so much else needed to be taken into account because of the way that the campaign was set up. Yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

When we wrote Adventures for that, even though it was just a third edition organized play campaign, so much else needed to be taken into account because of the way that the campaign was set up. Yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Mark of Heroes was first.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Mark of Heroes was first.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Then Zendrik Expeditions.