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An index, with summary, of all of the articles on the GM only site. For more discussion, also be sure to check out the Dungeoncraft Messageboard; I promise to be good and check it regularly.
- The Player's Section. Not a page per se, but a collection of linked pages just for the players. No Dungeoncraft discussion here, but if you're following my campaign example of the methodology, you'll want to check it out.
- Day One A discussion of d20, the possibility of introducing house and variant rules, the possible sources for those rules, and how to pull it all together.
- Day Two Dungeoncraft rules #1 and #2, as well as a discussion of tone, theme and campaign "hook."
- Day Two and a Half An alternate method to build up campaign elements from an online friend of mine, Corey Reid. His setting, Barsoom, is literally award winning (even if the award was just being picked by an rpg.net columnist as an interest twist on fantasy.) It's a clever method, which partially replaces Day Two, but I added it in later after the fact anyway.
- Day Three A discussion of building the first, immediate surroundings you'll need to start play: a homebase from which the PC's will operate.
- Day Four Mythology and religion are covered here; you'll need that pretty early, especially if you have any religious characters, like clerics.
- Day Five A somewhat optional set of instructions on campaign naming conventions. This discussion is not necessarily important to all GMs. You know who you are!
- Day Six Continuation of the character's homebase development; there's really too much information to make a single entry of it, after all.
- Day Seven Dungeoncraft Rules #A and #B; a slight detour from Ray's Methodology to explore how to handle the fickle nature of inspiration during campaign development.
- Day Eight The final chapter on developing the homebase, including drawing the map, finally.
- Day Nine Some more information on inspiration; specifically, when should you (and how do you) change courses midstream if you get a great new idea?
- Day Ten We being to explore NPCs: what they're used for and what to do with them. Also includes a quick guide to "instant NPCs" -- for when the players go talk to someone you didn't think of, like that stranger Joe Blow in the tavern there.
- Day Eleven How to develop memorable NPCs and how to use them to best advantage. Includes a bunch of Dungeoncraft rules, including #3, #5 and #6, and then Dungeoncraft rule #C. What happened to rule #4 you may ask? Stay tuned...
- Day Twelve Some musings on some of the earlier decisions I made; what do you do if your rules aren't working exactly as you envisioned? This is probably an awkward location for this discussion, but there you have it.
- Day Thirteen A description of what you'll need for a wilderness map. Part 1 of 2.
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