I have an article in the 2nd to last (for now) issue of Dragon, and it’s a redone version of my most popular article on Critical Hits. It was also my first paid piece in my RPG designer career.
A good D&D campaign should tell a story. But are you telling the story, or are the players? Is it both? Neither? Some combination of both and neither? After the jump, I muse about stuff that works in D&D and stuff that doesn’t. And I turn evil, if only for a few minutes.
Consistently one of our most popular articles here on Critical Hits (for which I couldn’t be prouder), The 5×5 Method is a planning method for GM’s that sits between giving decisions for the party to make so that their choices matter, and at the same time, isn’t so wide open as to make it difficult to plan ahead for those of us who aren’t as great building adventures on the fly. Just in time for GM’s Day, I give you this collection of links about the 5×5 Method.
Maybe it’s the gamer in me but when I first read the post title “The 5×5 Method” I immediately visualized a grid. When I read Dave’s post, I got that feeling but it seemed more like a tree than a grid with branches flowing from one another and even sometimes intersecting.