>Here's the premise: for some reason, you can't use Glorantha as a
>world-setting anymore. If you were going to create a new setting campaign,
>what lessons have you learned from Glorantha that you would apply to your
>new setting? The lessons could be positive (Glorantha did it this way,
>that's the way I'm gonna do it) or negative (I think this is where
>Glorantha went wrong).
>
Umm, well.
- Design should proceed from the top down and also the bottom up.
- Stories not economics.
- Know what the deep secrets are but keep them to yourself.
- Don't be afraid to contradict yourself or change things in
retrospect.
- One man's silliness is another man's sublimity.
- Design has to start with the thing you are aiming at which is a
playable campaign.
>Guy
>
>We Meddle in God's Domain So That You Don't Have To
Nice sig.
- --
Michael Cule