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#AdventureDesign

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A hurdle: explaining that "non-presumptive" is a quality that requires design. It's not just an attitude.

If the problem is "The refrigerator door is open," GMing that with an attitude of "... and the PCs can do whatever they want!" gives the table (diddly^squat) toward #HTTRPG play. As a problem, it lacks the nuance to qualify as non-presumptive.

Once you learn to spot the 'fridge doors' in design, it's pretty easy to learn to replace them with well-rounded problems.

Some ways of trying to describe #HTTRPG to strangers. It's mostly about #AdventureDesign, in a style that existed commercially (on the fringes) from the early 80s until sometime in the mid-to-late 90s, before disappearing from game retail.

I run Discord workshops that teach the basics of designing in this style. Even if you don't have an interest in this style, there's plenty to pilfer for other styles. Just ask! Workshops are free, text-only, and 1-on-1. I'm ghalev on Discord.

I'm finally releasing the adventure that I've sat on since September. This project page on my website has links to both Itchio and DriveThru where you can get the adventure for free! The adventure was written for Worlds Without Number, but can be converted to other OSR systems.

Delve into a forest at the edge of destruction, where a parasite controls the only entity that could prevent it.

lindseybonnetterpgpublishing.c