Warning — I didn’t give this post my usual level of editing and scrutiny because I haven’t been feeling too well.
I wanted to post it, even in its raw state. Hopefully you’ll find some use from these rough notes, and when I move on to the later parts I’ll develop them more fully.
Think of this as a chance to peer inside an in-progress design.
In our last adventure, we went through the theme and designed the enemies. Part 2 is about designing player abilities. If you haven’t read the previous article, this one might not make much sense. … Continue reading