Sandbox Campaigns: A Framework for Open, Player-Led Play

Long-term campaigns allow players to watch their characters evolve, while gamemasters build complex worlds that unfold over many sessions. These experiences offer a depth and continuity rarely found in oneshots or short series of scenarios. But to sustain such a campaign, one must look beyond linear plots. The sandbox model offers a distinct alternative: A …

Chaos Rolls and Saves: Letting the Dice Speak

There are moments in every tabletop game where none of the usual mechanics seem to fit. The character isn’t using a skill, there’s no obvious saving throw, and no stat governs the outcome. Still, the question looms: what happens next? This is where Chaos Rolls come into play – a mechanic used, for example, in …

Elements of an Old School Dungeon

Dungeon scenarios remain one of the most enduring formats in tabletop role-playing games. Their structure is both intuitive and flexible, and when designed with care, they offer challenges, exploration, and narrative that resonate across systems and player types. The following breakdown of core elements is based on the comprehensive list in Tome of Adventure Design …

The Art and Science of Location-based Scenarios

In tabletop role-playing games, a location-based scenario refers to a structure where the primary focus of player action and narrative progression is tied directly to the environments the characters explore. These scenarios emphasize movement from one defined location to another, with each space offering unique encounters, information, and choices. A location-based scenario is distinct because …

Rethinking Scenario Structure with Island Design Theory

In tabletop roleplaying game design, the tension between preparation and improvisation is a familiar one. Game masters often walk a fine line between crafting engaging content and allowing players the freedom to explore it on their own terms. Island Design Theory offers a compelling model for resolving this tension by proposing a modular, flexible approach …