[UA] UA Bitterness (long and mean)

Doug Stalker doug at infinitemonkeyproductions.net
Thu Apr 11 14:50:58 PDT 2002


> However, I do have a serious problem with the lack of structure.
There's
> just no place to start when designing adventures.  When I first
started
> GMing, I liked creating my own worlds from scratch, with plots and
> cultures
> completely of my own devising.  When I grew a bit longer in the tooth,
I
> found that I perfered pre-created game worlds, since several skilled
game
> masters have already put the work into describing and characterizing
the
> towns, providing conveniant plot points and basically making it easier
to
> keep the world whole.  UA is very "build it yourself", in many ways,
and
> while I've done that before it's not as easy as it once was.
> 


I always consider things in UA to be the same as the real world, unless
otherwise specified.  It takes a lot of the hassle out of improvising
location - you just think about what the place would be like in real
life, and use that.  Once I take this view, the world has far more than
enough detail for me to work with.

I understand what you mean about "where do I start" though.  I find I
usually start with Bi3P, and see where things go from there. 


Obviously, UA isn't the perfect game for everyone.  It's the perfect
game for me though, so I'm happy.

 - Doug



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