I used to try and make gameplay about 'creative dungeons'. It burns you out when the entirety of the fun rests on your shoulders, with the game not carrying any of the effort of being fun itself. Sure it's great to add creative things, but it's not great to add it simply because if you don't there wont be anything fun at all. When a system kinda focuses on XP, levels and gold, it's best if you have players who enjoy collecting XP, levels and gold. That way they enjoy play whether you add a creative thing or not (being creative adds to the game, rather than makes the game). It's just the advice I wish I'd run into years ago.
Monday, December 2, 2013
The 'Creative' dungeon
I posted this here first, but it warrants repeating (and yes, once again I'm in the habit of posting elsewhere then treating my own blog as the secondary place for my material - nuts, eh?)