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Thread: Designing games with high-mortality

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    Default Re: Designing games with high-mortality

    I would also suggest looking at this thread from long, long time ago.

    Managing High Lethality Games

    EDIT: Oh, there was a lot of unnecessary stuff there...
    Last edited by Lacco; 2021-06-30 at 02:19 PM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.