Fantasy Grounds Prep Less. Play More.
Environmental storytelling is the art of arranging a careful selection of the objects available in a game world so that they suggest a story to the player who sees them. Think of original Bioshock. Let's continue on Bioshock (video game). Even if you remove everything but the environment, you can still deduce many things about the underwater city "Rapture" by looking at rooms full of water dripping from broken glasses, flickering neon signs, blast marks on posters on walls ...
Updated March 18th, 2025 at 12:19 by Tempered7
As the main guide getting closer to the finish line, I wanted to criticize the guide to improve it. Of course I failed as I'm the author of it, so I asked llama3 to criticize it for me. It's a good start but I'd like to hear from users to make it more specialized for you all. TL;DR Central point in the entire criticism is lack of examples. Which motivates me for adding a workbook section somewhere (I have only 1 custom page left to spare before the limit). Aaand it's gone: Solo Playground - Workbook ...
Updated March 7th, 2025 at 22:50 by Tempered7
Welcome back to the Successor of the Muses Series. The second entry is for story themes in this table. With examples on following methods for; Thinkers: Logical thoughts and questioning. Focusing on ideas. (Apprentice)Feelers: Focusing on feelings and thoughts of main character. (Journey)Sensing people: Reading in between the lines, pulling out the hidden content. (The Quest)Gamblers: Making tables by dividing the content into smaller pieces for FFA. (In Comments) ...
Updated March 20th, 2025 at 05:52 by Tempered7