Today’s an odd one. My cat is not doing well, and I’m stressed about a lot of different things both large and small. I am, however, still making progress—the agent who offered feedback on my query liked my rewritten draft, I’ve had a very helpful conversation with my friend Lucy Bellwood about making comics, and I’ve been reading Molly Ostertag’s substack series on making graphic novels. With those last two details, I can confirm that…
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Banality and slow-burn horror
What if horror games are actually driven by banality? Is Call of Cthulhu best when it’s mostly full of the everyday?
Continue readingWhy do I get bored during dungeon crawls?
Dungeon crawls. Creeping step by step through a dangerous maze, never knowing whether the next monster is lurking in ambush just around the corner. The bubbling pit of anxiety and paranoia simmering in my guts, asking, “Are we being careful enough? Are we being too careful? Do we need to push forward faster now?”
Sounds exciting, right? An invigorating gamble, as the delvers push their luck to its limits. Or maybe it sounds like a challenging adventure full of both risk and reward.
Or maybe it sounds exhausting. Grueling. A long, undifferentiated grind of tension gradually giving way to player-fatigue as you weary of the prolonged stress and lethal stakes.
I’ve experienced all those things while playing dungeon crawls, often within the same game. And after talking with my sib about the experience, I have some better-structured observations to share. So, how can I make dungeon crawls more fun for myself? What parallels exist, what narrative structures can storytellers build on?
First up, let’s talk about stress.
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