Interesting article on Creating a Player-based Tomb of Annihilation campaign. I thought it was particularly interesting in light of the work we've been doing this summer to accomplish the same end.
They take a more structured approach, but it feels like they had the same idea. It was also interesting (even if it doesn't surprise me totally) that their characters preferred pirates and tomb raiding, or a pulp-driven plot line.
It did raise a few thoughts. With all the work we've done, there is something to say for codifying it into a more useable form. Take the random thoughts and ideas and structure them into something that will have substance in game form.
I feel like we've done a lot of the work they talk about doing, but it is still somewhat shifting and formless. It feels like we would benefit from a similar approach. The advantage we have is that we've been asking the questions and discussing them. We've done the groundwork, but not resolved the details.
Perhaps we should try do that... but what questions would we ask? and what consensus would we find?
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