This is an OSR Pattern. If you haven't read one of these before, scroll to the bottom of the post for some context. One, Two, or Three Exits A room with one exit is a dead-end; with two exits: a waypoint; with three exits: an interesting choice. Four or more exits is fatiguing. Sometimes, you'll see a dungeon room that has way too many doors: The Temple of Elemental Evil (1985) This is uncomfortable for both the Referee and Players. For the Referee, they have to communicate too much information at once. For the Players, they have to comprehend too much information at once, and the pacing is ruined as the Referee describes 7 different doors (excluding the one you entered through, presumably).The excess will also surely mean the Players will ask for clarification now or later. People can hold 1-3 pieces of information in their mind at once. This is true for NPCs . It is true for quest hooks. And it is true for dungeon rooms. When placing exits, do so deliberately to manage cogni...
Running my first gold-for-XP game (well, gold-or - XP game) has me thinking about incentives. Specifically, what does gold-for-XP incentivize? Acquiring loot Doing jobs for pay Stealing Running a profitable business Avoiding things that don't pay Avoiding things that kill you Is this what I want my game to be about? No. I want my game to be about: Exploring the World ¹ Engaging with the World Following your interests By using XP, how might one incentivize this kind of game? Exploring: Give XP for locations visited and locations fully explored. Engaging: Give XP for completing quests, partnering with factions and NPCs, slaying beasts, developing your skills, doing daring and ambitious things. Following your interests: Give XP for completing personal quests. Do I want to dictate what my game is about? Of course. I don't want to play a game about running a business or managing a kingdom or waging war between armies. I don't mind if they're an el...