“The 19th-century world was crude, limited and clanky, but the 20th-century world is calamitously unsustainable. I would advise you to get used to thinking of all your tools, toys and possessions as weird oddities destined for the recycle bin. Imagine starting all over with radically different material surroundings. Get used to that idea.”
“The part of the game that was really rocky is endgame. This game has an endgame and I wanted it to emulate “The end… OR IS IT?” tropes. So in the end you have two or three survivors and the final confrontation with the monster or slasher or whatever. Now, my original idea was that ”
Seth’s AP thread, The care and feeding of emergent campaigns. This is one of those threads that I am kind of reading and marinating on for a spell before posting to it.
“And that’s what I’d like to talk about. What are good techniques to employ in these emergent campaign games to develop the campaign aspect of these games?”