Archive for the ‘Article’ Category

Hysteria Puzzle Informatin

Monday, July 25th, 2011

Hysteria: Info Puzzles
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As you may be aware, there are zones on Hysteria that have puzzles like quest zones do but which do not count for quest credit. However, there are reasons that doing these puzzles is a worthy task. There are also various puzzles through out the land which are unassociated with a particular quest. The following, while not a complete list will give some clues on such puzzles.

Note – some zones are designed for providing good equipment and tools and/or interesting mobiles to kill and pleseant scenery. You shouldn’t look for a puzzle in every zone.

Zone Puzzles
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If you’re brave and strong enough, you may want to Challenge Zeus and his many companions to a duel. Start in a place where you might expect to conduct business somewhat northwest of the Village Church. (more…)

Campaign Structure

Thursday, July 21st, 2011

Fundamental to any roleplaying campaign is the conceptual structure which controls it. That structure is the basic frame upon which the game-master creates the framework of the campaign, like a tapestry on a loom; as the initial pattern is set, so the goes the game. And yet the creation of campaign structure is rarely considered as a subject in itself.

The basic building block of all plot structure is the story; a flow of events containing a beginning, a middle, and an end. This essential unit can be used in three ways. There are few unalloyed examples of these forms in the real world, of course; many stories combine different elements from various forms, with one type predominating.

I. The Stand-Alone

A to B to C

A stand-alone story is self-contained; the point of the story is the telling or playing of it, and once the end is reached there is nothing more to be said. In roleplaying, the one-shot scenario is an example of a stand-alone structure. Made-for-TV movies follow this pattern; so do many short stories. Anthology shows such as (more…)