How to Write Adventure Modules that Don't Suck (Revised)

2017 · Livre non ludique (mais lié aux jeux de rôle)

How to Write Adventure Modules that Don't Suck (Revised)

This guide presents ideas from experienced role-playing game designers on creating effective encounters and adventure modules. It combines articles on encounter and adventure design with example encounters that illustrate the concepts in practice, providing a reference for new and developing game designers.

Joueurs
0
Lecture (pour publications périodiques, livres d'aventures, etc.)

Données du jeu (joueurs, durée, âge, crédits) issues de BoardGameGeek.