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Very insightful look at how mechanical change in games affects play. Looking forward to more insights as you continue the book!

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Great post! Really got me thinking about change in character and change in environment.

Can you think of any other "change in environment" examples from either things you've creator or that others have made?

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author
May 30·edited May 30Author

I'm glad you liked it!

One of my own adventures that leverages change in environment is Elevator Game (available for The Lost Bay RPG and Liminal Horror). In it, there is a clock mechanism that progresses as the PCs investigate the mystery in the module. The "time on the clock" directly affects what the PCs may find at two key locations, and if the PCs are to truly "complete" the module (though that certainly isn't required to have fun), they will need to revisit both of those key locations at least twice during their investigations.

Also, in the solo play report I posted here recently, the adventure (The Graveyard of the Armored Hearts) came with a built in progression of events that occur regardless (more or less) of the PCs' actions. These events included the armed confrontation between two factions that my character found himself caught up (and killed) in.

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