Play Zelda and run better campaigns

But only if you fully understand the secret of this videogame.

Greetings, adventurer!

If you're a game master and you've created a campaign, you've faced these dilemmas.

Should I create a plot full of epic moments?

Or will it feel like a corridor?

So should I make an open world instead?

But how do I prepare for everything my players might want to do?

You might even break out in a cold sweat just reading this.

But... what if I told you that if you've played Zelda: Breath of the Wild, you have everything you need to solve them?

The magic triangle (and it's not the Triforce)

Nintendo had the same problem as you: In this open world... how do I guide the player towards the main story without taking away the feeling of pure discovery?

Their solution was very much in line with the mythology of their video game.

The triangle technique.

Hyrule is full of mountains, towers, and temples.

Each one is a “triangle” of varying size.

According to Nintendo this is how players see the game.

From anywhere, you can see a point of interest in the distance.

As you get closer, either by climbing or circling that “triangle,” your perspective changes.

From that new position, you discover new points of interest that were previously invisible.

And so it happens that you were going to a tower and ended up setting the forest on fire, climbing on a dragon, and now you're snowboarding with your shield.

But all on the way to the tower.

It's a constant flow of discovery without corridors. You feel absolute freedom, but you end up where Nintendo needs you to be.

A table full of Horizons, Hills, and Ruins

You already know that my mission is to increase your immersion and reduce the difficulty of creating these worlds.

That's why I bring you a philosophy that will turn your games into a constant but manageable flow of discovery. It's called “Cartography by Horizons.”

1.The Horizons (the main plot)

The Horizon is that massive element that defines the campaign.

“Defeat Strahd,” “Save Exandria from Thordax,” or “Thwart the Grand Design of the Illithids.”

Like the real horizon, it is always there. You may not see it all the time but you and your players know it exists.

It is the backdrop for everything else.

2. The Hills (the secondary arches)

The Hills are the points of interest you see in the middle distance.

They are more tangible than the Horizon.

“Investigate the factions of Vallaki,” “Obtain the next Relic,” or “Resolve Shadowheart's childhood trauma.”

They are large, but not overwhelming.

And here's the key: just like in Breath of the Wild, you can't see all the Hills from the beginning.

When players encounter a Hill, they can climb it or go around it in a thousand different ways. And as they progress through that challenge, little by little, the next Hill appears on the Horizon.

3. The Ruins (encounters and missions)

Ruins are the little stories that give flavor to the world.

They are discoveries you make on your way to the Hill or while climbing it.

“A friendly old woman offers you delicious cakes,” “Scanlan finds a mysterious key,” or “You've tricked a Djinn and it has turned you into cheese.”

There are many Ruins, and it's okay if players skip some of them.

They are breaks, opportunities for roleplay, and serve to make the journey feel alive and real.

This technique creates a natural flow of discovery.

Your players will choose their path (Ruins) as they move toward clear goals (Hills), always knowing that there is a greater purpose (Horizon).

Your world is now open, but with purpose.

It's better for your players to follow this path than a straight line between two towers, right?

What is your method?

Lately, I've been asking a lot of questions, but I just love sharing DM wisdom with other DMs!

Next week, I'll show you a little something that will help you run your games smoothly, enhancing immersion.

In the meantime... I've already told you about my technique for running campaigns, but now I want to hear from you!

What techniques do you use to prepare your campaigns and make the world feel alive? Mind maps, flowcharts, or are you more into pure improvisation?

Bountiful quests and successful rolls!

🦉 Irene the Wizard

🦃 Saúl the Bard

P.S: More diagrams and insights on Breath of the Wild can be found on this video by Mark Brown.

P.P.S: If you reply to my email, I'll show you a preview of that next week's little something before anyone else.