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Synopsis: Adventure design for long term campaigns is different than designing for a one shot scenario. Keeping up with the entirety of a complex ruleset is impossible for a campaign so you must determine what rules to keep track of and what to ignore. Adventures have to be geared to specific player characters. You can’t keep adding on new elements into the campaign. Instead, you must provide closure for the plot elements you do introduce. We discuss all of these topics and more. Furthermore, Tom has a new letter, shout outs and more.

Shout outs:

Song: League of Extraordinary Adventurers by Sounda

Ad: Critical Miss magazine edited by Jonny Nexus.

Synopsis: Adventure design is a complex topic so we’d thought we would delve into it once again. In this episode, Tom and I discuss the difference between good design choices and style choices. While good design is applicable to any genre of RPG scenario, it is possible to make choices in creating an adventure that only work under certain circumstances. The choice to emphasize one aspect of a game over another isn’t necessarily right or wrong. It’s a style choice. Hack and slash versus political intrigue? Style. Dungeon crawling versus mass battles? Style. Tom also has a new letter entailing the virtues of various cinematic firearms.

Shout outs:

Song: PonPonPon De Floor mashup (special request from Caleb)

I recorded a panel discussion of Eclipse Phase designers Rob Boyle and Adam Jury as they discussed their current plans for the transhuman sci-fi horror RPG. In this discussion, they go over planned releases, their business model and the themes behind Eclipse Phase. If you’re curious about what’s in store for Firewall and the rest of transhumanity, this would be a good listen.