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Proposed Reference Implementation

Gary F

Member
Adventure Builder
Just thinking about this, hopefully John and others can pitch in.

3 core Logs
- Journal - actual session notes
- Plans - any preparation for games, fronts, plots, loopy planning, etc.
- Buckets - inbox for ideas
Master - master data for anything referenced in logs. This should be used for permanently true stuff (or currently true stuff), not for transitory things.

In terms of plans we need a way to organize the following threads of stuff. None of these are really "master" data,
- front / plot - a situation with multiple components which will do things if not stopped (may do them anyway).
- thread - a simpler log entry > next event to happen > players interact with it > log entry > etc.. - core of loopy planing
- session / scenario / adventure - like a front or plot but traditional planned adventure
- event - a thing that is probably going to happen, usually part of any of the above three things

Post your ideas. Then we can figure out how to use the logs and tags and stuff to implement this.

The goal is to create a solid reference implementation.
 

JochenL

CL Byte Sprite
Staff member
Wizard of Adventure
Beta-Tester
Faster Combatant
Adventure Builder
Gamer Lifestyle
Adventure Master
I am currently having three logs per campaign:
- Planning where I jot down ideas I have between session and where I prepare my own encounters and 3rd party adventure content
- Session where I log short Twitter-like notes during a session
- Summary where I summarize a session and which I publish for players

I'll start writing the summary by condensing the Session notes - removing no longer important data like combat event tracking, adding experience or treasure together and removing the short notes with this info.
In Beta, while writing the Summary, I update my Campaign Entries, too, which are my "master".
 

Gary F

Member
Adventure Builder
I'm still not sure on how you'd organize planning elements - things that haven't happened yet - such as Fronts, or Plots, or loopy plan elements. As those elements occur in the game, they need to go from a "might happen" state to a "happened" or "discarded" state.
 

JohnnFour

Game Master
Staff member
Demonplague Author
Wizard of Adventure
Beta-Tester
Adventure Builder
Gamer Lifestyle
Adventure Master
@Gary F I made a long post in the thread Jochen just linked to. tl;dr I'm not sure yet all the ways, and the best ways, to use CL vNext for planning.

I'm creating a new version of my Adventure Building Course as we speak. That will finally document my process for building fantastic adventures, pulling together some of various tools, methods, and models I've written about over the years.

I'll be using this course as my methodology for planinng adventures, which I can then hopefully bring into vNext later this year or next.
 
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