Menu
Sign In Search Podcasts Charts People & Topics Add Podcast API Blog Pricing

Teos Abadie

๐Ÿ‘ค Speaker
4668 total appearances

Appearances Over Time

Podcast Appearances

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So let's back that idea and come around it a different way.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So let's back that idea and come around it a different way.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And it's you forget how many things in D&D sort of hinge off of the initiative system, including just what the character, you know, the player chose to do with their character when they wanted to get a high result on initiative. Right. And be dexterous and take the particular feat and whatever. And you throw in some other system and you've invalidated that. Right.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And it's you forget how many things in D&D sort of hinge off of the initiative system, including just what the character, you know, the player chose to do with their character when they wanted to get a high result on initiative. Right. And be dexterous and take the particular feat and whatever. And you throw in some other system and you've invalidated that. Right.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And so but there are so many other ways as well where the game really works off of that initiative system and to change it. is to rub against those other elements, usually in a not so great way, unless it's for a very specific type of scene.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And so but there are so many other ways as well where the game really works off of that initiative system and to change it. is to rub against those other elements, usually in a not so great way, unless it's for a very specific type of scene.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Yeah, the games are bigger than we are and the audience is bigger than we are. And it's worth kind of picking those design battles where you want to be really creative. So like with Fifth Edition Adventures League that I only wrote, you know, two adventures, but the ones that I did for the official organized play program, they were I deliberately wanted to do wild things with them.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Yeah, the games are bigger than we are and the audience is bigger than we are. And it's worth kind of picking those design battles where you want to be really creative. So like with Fifth Edition Adventures League that I only wrote, you know, two adventures, but the ones that I did for the official organized play program, they were I deliberately wanted to do wild things with them.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And the reason was that I was thinking about during third edition organized play, how I was so influenced by some of the wilder ideas we saw. Because, you know, you play hundreds of adventures and then you have those that really stand out. They don't necessarily have to succeed wildly, but they do something so different that you're like, oh, that was neat.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And the reason was that I was thinking about during third edition organized play, how I was so influenced by some of the wilder ideas we saw. Because, you know, you play hundreds of adventures and then you have those that really stand out. They don't necessarily have to succeed wildly, but they do something so different that you're like, oh, that was neat.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

You know, I didn't think an adventure could do that. And just the other day I got a review or I was seeing a review on this one adventure I wrote Howling Void where it was like, I hate prepping and running this adventure was the comment. And I wrote an apology and said, you know, I'm sorry. When I wrote this, I knew some people would really this would not work for some people.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

You know, I didn't think an adventure could do that. And just the other day I got a review or I was seeing a review on this one adventure I wrote Howling Void where it was like, I hate prepping and running this adventure was the comment. And I wrote an apology and said, you know, I'm sorry. When I wrote this, I knew some people would really this would not work for some people.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And I made that choice because the audience I was trying to serve was kind of more targeted towards the people who would benefit from something wild being in an adventure rather than every single table and DM out there. And I made that choice knowing that, you know, it might go that way.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And I made that choice because the audience I was trying to serve was kind of more targeted towards the people who would benefit from something wild being in an adventure rather than every single table and DM out there. And I made that choice knowing that, you know, it might go that way.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

I will say I made the same choice when I wrote The Artifact, my other AL adventure, but I did that in a better way. So I think... people don't react that way. Like they don't have trouble prepping for it or playing it or running it because it's a better job at being different without being difficult. So I did better my second time around, right? In that way.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

I will say I made the same choice when I wrote The Artifact, my other AL adventure, but I did that in a better way. So I think... people don't react that way. Like they don't have trouble prepping for it or playing it or running it because it's a better job at being different without being difficult. So I did better my second time around, right? In that way.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Yeah. When they're prepping the week before the convention and go, oh, I really have to spend more time on this. Then it's harder. Yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Yeah. When they're prepping the week before the convention and go, oh, I really have to spend more time on this. Then it's harder. Yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

uh players players like uh like patients lie and and know the danger of it right know that you're going to create something super complicated some people that you may be creating a worse experience now yes it's great that there are various shades of complexity right you don't want everything to be simple that's out there but but just know that you're running into that problem.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

uh players players like uh like patients lie and and know the danger of it right know that you're going to create something super complicated some people that you may be creating a worse experience now yes it's great that there are various shades of complexity right you don't want everything to be simple that's out there but but just know that you're running into that problem.