Cautionary story of how not to introduce factions in an open world campaign.
Most of you reading this have probably heard about the well-known essay from The Alexandrian called the “Three Clue Rule” that deals with the following problem in mystery and clue gathering scenarios:
In his latest post MrVekyl goes on point on pointcrawls and how to use them in Numenera.
When you don’t want to pitch a setting to your group, or you want to nail the group’s motivation from session zero, here is a neat trick.
In this retrospective, Mr. Vekyl is searching his inner self trying to unravel a mystery on why exactly he turned perfectly good session into a mediocre one.
What are the necessary low-effort ingredients that, when aligned, create a well-paced RPG session?