Something that could be cool for all of this stuff is some sort of template that contains the useful questions and prompts that will lead you to create a high value adventure.
@chazzitz-wh4ly7 ай бұрын
As someone who likes order, but is disorderly, that kind of thing helps me to sort out my ideas. I get so easily distracted and sidetracked that I have a hard time coming back to projects I put down. Before you know it I have seven different pages with a bunch of various ideas that I get annoyed trying to sparse it all out.
@neem41388 ай бұрын
Hey Mike thanks for having been improving my games for nearly a decade!
@SlyFlourish8 ай бұрын
Thank you!
@AvengerYouT8 ай бұрын
I love how much there is to read about scenario structures ("types of adventure") nowadays. We have adventure crucible, your blog and lazy DM companion, and now the book So You Wanna Be a GM. Thinking about the adventure in terms of scenario types really improves the quality of ones game. I'm running Curse of Strahd right now, and for every chapter I think about how I'm going to structure the exposition/navigation of the content, and how to use the lazy steps to allow for more freedom.
@utb152818 ай бұрын
Robin Laws is the man.
@mikecarson77698 ай бұрын
oh yeah, "Hamlet' Hit Points"!!! i very much enjoyed this book, and i will be eager to read the latest book
@jf6498 ай бұрын
Where do one gets this?
@thekaxmax8 ай бұрын
I have all his design and process books. And a few of his games. Hamlet's Hitpoints is exactly what he used for the Quest Worlds system.
@JoesphEKerr8 ай бұрын
I learned something from this video - as I do from many of your videos - which is why I enjoy your channel. Thank you.
@SlyFlourish8 ай бұрын
Awesome, thank you!
@TabletopTiger8 ай бұрын
I like this! I think writings like this that distill the composition of good quests, stories, adventures help with the understanding that leads to strong, confident game masters. Regarding your point about GURPS and Fate, those are systems not necessarily games so them claiming to do anything is true because the system is the framework. If we specify like 5e, then it starts to get more sticky.
@keithgaspard99508 ай бұрын
Mike, do you have a video or a resource that contains a list of books like this that inspire your? Maybe even that and then your top 5 or top 10 must reads? Thanks for the video, I think I'll pick this up.
@WritofPassage8 ай бұрын
Lazy DM doesnt make Lazy content, thats for sure.
@GiganticPawUnit8 ай бұрын
I think Fate actually gives a pretty strong idea of what it can and can't do well, but it's very high-level conceptual stuff. It lets players participate in the direction of the narrative outside of their character's actions, which is a pretty rare thing. Something it doesn't do, however, is micromanagement or "simulation" stuff. It doesn't do any mechanical representation of a character's equipment beyond something like "they have a signature weapon". Fate certainly presents itself as fitting into any genre, when you take genre to mean setting, time period, amount of realism/fantasy, etc. Fate is very much meant to play as a certain genre, though, in the sense that not all movies with gunfights in them are "action movies". Fate is going to have the pace of an action movie, whether it's on Earth, in space, or in a fantasy world, whether it's got guns, swords, or whatever. It doesn't do the detail-oriented verisimilitude that some people really, really like in their RPGs. (and this just supports Laws' assertion that a game benefits from defining what it can do; the level of abstraction supports the exciting pace and mood that Fate is meant to have, and it excludes a lot of conventional RPG mechanics that would slow it down.)
@rogerfarley33008 ай бұрын
Bought the book! Thanks for the heads up.
@misomiso82288 ай бұрын
Fantastic video. Really interesting discussion. I love 'fastforwarding to the choice!'
@michaelmullenfiddler8 ай бұрын
I have read his first book--Robin's Laws--repeatedly over the years.