This looks like rather good advice, and I like the comparison to brutalist architecture. It feels like it fits, because so many seem to think brutalist architecture is ugly.
Personally, I like how functional it is; and similarly, functional (if plain) adventures make for good sessions.
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No plot survives contact with the players. Prepping places and people always works better for me than plot, at least now I’ve got some confidence improvising.
I think this is a good base but I do like a lot of the fluff and twiddly bits in stone games for adding flavour and interest. I think a true brutalist game wouldn’t be much fun to play as you’d end up with not much game to play in.