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	<title>Comments on: Using the 5&#215;5 Method for Adventure Design</title>
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	<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Primal/Within Chronicles: City of the Overmind, Part 2 : Critical Hits</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66532</link>
		<dc:creator>Primal/Within Chronicles: City of the Overmind, Part 2 : Critical Hits</dc:creator>
		<pubDate>Sun, 24 Jan 2010 22:30:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66532</guid>
		<description>[...] me what each player wanted to do in the game!  All I did was connect a few goals (thanks to the 5X5 method)  by putting a few coincidences here and there.  For example, I put one key part in the [...]</description>
		<content:encoded><![CDATA[<p>[...] me what each player wanted to do in the game!  All I did was connect a few goals (thanks to the 5X5 method)  by putting a few coincidences here and there.  For example, I put one key part in the [...]</p>
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		<title>By: Note Organization for Gaming &#171; Wrathofzombie&#8217;s Blog</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66531</link>
		<dc:creator>Note Organization for Gaming &#171; Wrathofzombie&#8217;s Blog</dc:creator>
		<pubDate>Tue, 11 Aug 2009 13:10:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66531</guid>
		<description>[...] that really deserves mentioning is Dave the Games 5&#215;5 method. It is simple, brilliant, and really handy! My current DnD campaign has been going on for a [...]</description>
		<content:encoded><![CDATA[<p>[...] that really deserves mentioning is Dave the Games 5&#215;5 method. It is simple, brilliant, and really handy! My current DnD campaign has been going on for a [...]</p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66530</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Wed, 05 Aug 2009 12:53:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66530</guid>
		<description>@HartThorn: Layer Cake is a great suggestion, but I think that presenting it as a method for DMs it&#039;s important to keep it simple and easy to understand as the 5x5 method.  Once any DM understands it and is using it, then it will naturally expand or contract to fit their needs and desires and become a less rigid structure.  Also as Phil mentioned it happens to play quite nicely with the 5-room dungeon concept and the 5 encounter adventure, 10 encounters per level structure that D&amp;D seems to be using these days.  Obviously all of it can change and morph as needed, but it&#039;s good to have a basic structure to build things upon in my opinion!</description>
		<content:encoded><![CDATA[<p>@HartThorn: Layer Cake is a great suggestion, but I think that presenting it as a method for DMs it&#8217;s important to keep it simple and easy to understand as the 5&#215;5 method.  Once any DM understands it and is using it, then it will naturally expand or contract to fit their needs and desires and become a less rigid structure.  Also as Phil mentioned it happens to play quite nicely with the 5-room dungeon concept and the 5 encounter adventure, 10 encounters per level structure that D&#038;D seems to be using these days.  Obviously all of it can change and morph as needed, but it&#8217;s good to have a basic structure to build things upon in my opinion!</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66529</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Tue, 04 Aug 2009 17:41:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66529</guid>
		<description>I also really like that it is probably the easiest method to creating a non-railed urban/social adventure. Alot of times I come up with ideas by wind up writing more of a movie plot than an adventure or have so much going on it looks like Wolfgang Bauer&#039;s brain threw up on my game journal...</description>
		<content:encoded><![CDATA[<p>I also really like that it is probably the easiest method to creating a non-railed urban/social adventure. Alot of times I come up with ideas by wind up writing more of a movie plot than an adventure or have so much going on it looks like Wolfgang Bauer&#8217;s brain threw up on my game journal&#8230;</p>
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		<title>By: The Chatty DM</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66528</link>
		<dc:creator>The Chatty DM</dc:creator>
		<pubDate>Tue, 04 Aug 2009 17:22:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66528</guid>
		<description>@HartThorn: Interesting idea and I agree that we should not be bound by set numbers.  I like 5x5 because it&#039;s simple and fits with the 5 Scene-Adventure model I&#039;ve been using ever since I&#039;ve read Johnn Four&#039;s 5-room dungeon article.

The Layer Cake method of Adventure design.

Hmmmm... Cake!
.-= The Chatty DM&#180;s last blog ..&lt;a href=&quot;http://chattydm.net/2009/08/04/but-my-father-was-a-blacksmith-crafting-in-4e/&quot; rel=&quot;nofollow&quot;&gt;But my father was a blacksmith! – Crafting in 4E&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@HartThorn: Interesting idea and I agree that we should not be bound by set numbers.  I like 5&#215;5 because it&#8217;s simple and fits with the 5 Scene-Adventure model I&#8217;ve been using ever since I&#8217;ve read Johnn Four&#8217;s 5-room dungeon article.</p>
<p>The Layer Cake method of Adventure design.</p>
<p>Hmmmm&#8230; Cake!<br />
.-= The Chatty DM&#180;s last blog ..<a href="http://chattydm.net/2009/08/04/but-my-father-was-a-blacksmith-crafting-in-4e/" rel="nofollow">But my father was a blacksmith! – Crafting in 4E</a> =-.</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66527</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Tue, 04 Aug 2009 16:55:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66527</guid>
		<description>I thought I would note that since the two films used to reference the method were both produced by Matthew Vaugn another of his films might be useful in describing the overall theory and process: &#039;Layer Cake&#039; (excellent movie BTW).

I think this might be a good moniker because it moves a little away from the hard-coded 5 paths going 5 steps assumption. You can decide your campaign is going to be 5x4x6x3 if you want, it&#039;s still one big layer cake.</description>
		<content:encoded><![CDATA[<p>I thought I would note that since the two films used to reference the method were both produced by Matthew Vaugn another of his films might be useful in describing the overall theory and process: &#8216;Layer Cake&#8217; (excellent movie BTW).</p>
<p>I think this might be a good moniker because it moves a little away from the hard-coded 5 paths going 5 steps assumption. You can decide your campaign is going to be 5x4x6x3 if you want, it&#8217;s still one big layer cake.</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66526</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Mon, 03 Aug 2009 14:45:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66526</guid>
		<description>I also recommend the Main Event&#039;s post on his XIX campaign (focused around the number 19):
http://www.critical-hits.com/2009/03/25/pain-of-campaigning-actually-planning/
http://www.critical-hits.com/2009/04/03/pain-of-campaigning-xix-getting-my-hands-dirty/</description>
		<content:encoded><![CDATA[<p>I also recommend the Main Event&#8217;s post on his XIX campaign (focused around the number 19):<br />
<a href="http://www.critical-hits.com/2009/03/25/pain-of-campaigning-actually-planning/" rel="nofollow">http://www.critical-hits.com/2009/03/25/pain-of-campaigning-actually-planning/</a><br />
<a href="http://www.critical-hits.com/2009/04/03/pain-of-campaigning-xix-getting-my-hands-dirty/" rel="nofollow">http://www.critical-hits.com/2009/04/03/pain-of-campaigning-xix-getting-my-hands-dirty/</a></p>
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		<title>By: The Chatty DM</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66525</link>
		<dc:creator>The Chatty DM</dc:creator>
		<pubDate>Mon, 03 Aug 2009 14:16:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66525</guid>
		<description>A Planescape DM could use several linked 3x3 adventures to really play to the setting&#039;s rule-of-three myth arc.
.-= The Chatty DM&#180;s last blog ..&lt;a href=&quot;http://chattydm.net/2009/08/03/handling-a-legion-of-padded-supermen/&quot; rel=&quot;nofollow&quot;&gt;Handling A Legion Of Padded Supermen&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>A Planescape DM could use several linked 3&#215;3 adventures to really play to the setting&#8217;s rule-of-three myth arc.<br />
.-= The Chatty DM&#180;s last blog ..<a href="http://chattydm.net/2009/08/03/handling-a-legion-of-padded-supermen/" rel="nofollow">Handling A Legion Of Padded Supermen</a> =-.</p>
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		<title>By: Destrin</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66524</link>
		<dc:creator>Destrin</dc:creator>
		<pubDate>Mon, 03 Aug 2009 14:07:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66524</guid>
		<description>If you are using this for campaign and adventure design, and also using the 5 room dungeon, does that mean your campaign is 5x5x5x5?

I&#039;m tempted to craft a campaign to this exact level of detail and liberally sprinkle the number &#039;625&#039; around at meaningful locations much akin to the numbers in Lost.  That could really play with paranoid players heads!

I like this idea of providing a framework to work to, it&#039;s simple but gives you goals in your design, overcoming one of my biggest issues, that being knowing when you have done &#039;enough&#039; and to stop thinking about it!</description>
		<content:encoded><![CDATA[<p>If you are using this for campaign and adventure design, and also using the 5 room dungeon, does that mean your campaign is 5x5x5x5?</p>
<p>I&#8217;m tempted to craft a campaign to this exact level of detail and liberally sprinkle the number &#8217;625&#8242; around at meaningful locations much akin to the numbers in Lost.  That could really play with paranoid players heads!</p>
<p>I like this idea of providing a framework to work to, it&#8217;s simple but gives you goals in your design, overcoming one of my biggest issues, that being knowing when you have done &#8216;enough&#8217; and to stop thinking about it!</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66523</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 30 Jul 2009 01:38:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66523</guid>
		<description>@Pink Rose:  The method acts more like a scaffold for you to build your adventures upon.  It&#039;s not only for Sandbox games although it can be.

Your Hand example is perfect to illustrate the method.  Now just imagine a few strands of spiderweb linking encounters from one finger to the other.

If you want an example, read my last 3 game reports found here used the method (Although I ended up doing a 4x5):

http://chattydm.net/tag/chattys-2008-2009-campaign/

In it I had 4 different catastrophe hit the same city at the same time.  The PCs had to run from one to the other to try to prevent the city from being destroyed.  Some elements they uncovered on one &#039;finger&#039; gave them elements to help them solve elements on other fingers.

If you use published adventures, you&#039;ll notice that there&#039;s usually at least 2 or 3 quests.  If the adventure features a Dungeon, there&#039;s also a chance that there&#039;s a story going on where 2 or 3 factions of the Dungeons are against one another.  Each of those (Quests, Dungeon stories) are &#039;fingers&#039; of your example.

The method could easily be 3X6 or 7X4.  5x5 just happens to be a conveniently cool number and works with Johnn Four&#039;s 5 room dungeon concept.

Hope that helps.
.-= ChattyDM&#180;s last blog ..&lt;a href=&quot;http://chattydm.net/2009/07/29/gen-con-hiatus-update-guest-post-galore/&quot; rel=&quot;nofollow&quot;&gt;Gen Con Hiatus Update: Guest Post Galore and Critical Hits!&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@Pink Rose:  The method acts more like a scaffold for you to build your adventures upon.  It&#8217;s not only for Sandbox games although it can be.</p>
<p>Your Hand example is perfect to illustrate the method.  Now just imagine a few strands of spiderweb linking encounters from one finger to the other.</p>
<p>If you want an example, read my last 3 game reports found here used the method (Although I ended up doing a 4&#215;5):</p>
<p><a href="http://chattydm.net/tag/chattys-2008-2009-campaign/" rel="nofollow">http://chattydm.net/tag/chattys-2008-2009-campaign/</a></p>
<p>In it I had 4 different catastrophe hit the same city at the same time.  The PCs had to run from one to the other to try to prevent the city from being destroyed.  Some elements they uncovered on one &#8216;finger&#8217; gave them elements to help them solve elements on other fingers.</p>
<p>If you use published adventures, you&#8217;ll notice that there&#8217;s usually at least 2 or 3 quests.  If the adventure features a Dungeon, there&#8217;s also a chance that there&#8217;s a story going on where 2 or 3 factions of the Dungeons are against one another.  Each of those (Quests, Dungeon stories) are &#8216;fingers&#8217; of your example.</p>
<p>The method could easily be 3X6 or 7X4.  5&#215;5 just happens to be a conveniently cool number and works with Johnn Four&#8217;s 5 room dungeon concept.</p>
<p>Hope that helps.<br />
.-= ChattyDM&#180;s last blog ..<a href="http://chattydm.net/2009/07/29/gen-con-hiatus-update-guest-post-galore/" rel="nofollow">Gen Con Hiatus Update: Guest Post Galore and Critical Hits!</a> =-.</p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66522</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Thu, 30 Jul 2009 01:34:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66522</guid>
		<description>@PinkRose: You can think of it as the &quot;hand&quot; analogy, except that several of the encounters along each finger should involve the same location/item/action, so that players could jump from one path to another easily and back again.  I suppose the least efficient way to do it would be to go down one whole path before starting on the next and continuing that way.  Hopefully that helps illustrate it a little bit better!  I&#039;m sure Dave and Phil will chime in as well.</description>
		<content:encoded><![CDATA[<p>@PinkRose: You can think of it as the &#8220;hand&#8221; analogy, except that several of the encounters along each finger should involve the same location/item/action, so that players could jump from one path to another easily and back again.  I suppose the least efficient way to do it would be to go down one whole path before starting on the next and continuing that way.  Hopefully that helps illustrate it a little bit better!  I&#8217;m sure Dave and Phil will chime in as well.</p>
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		<title>By: PinkRose</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66521</link>
		<dc:creator>PinkRose</dc:creator>
		<pubDate>Thu, 30 Jul 2009 01:23:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66521</guid>
		<description>I really want to, but I just don&#039;t get it.
Do I have to come up with 25 different encounters right off the bat? And if so, how is that &quot;sandbox&quot; like?
How does someone tie all of them together?
Or is it more of a &quot;hand&quot; looking thing, with 5 places to start from and then you travel down a finger for 5 encounters?
I almost exclusively use printed adventures and maybe I&#039;m not a creative enough DM to use the 5x5, but everyone is raving about it every blog I read so I really want to understand it.
Pictures, campaign notes, scratch paper, examples, etc. would be appreciated.</description>
		<content:encoded><![CDATA[<p>I really want to, but I just don&#8217;t get it.<br />
Do I have to come up with 25 different encounters right off the bat? And if so, how is that &#8220;sandbox&#8221; like?<br />
How does someone tie all of them together?<br />
Or is it more of a &#8220;hand&#8221; looking thing, with 5 places to start from and then you travel down a finger for 5 encounters?<br />
I almost exclusively use printed adventures and maybe I&#8217;m not a creative enough DM to use the 5&#215;5, but everyone is raving about it every blog I read so I really want to understand it.<br />
Pictures, campaign notes, scratch paper, examples, etc. would be appreciated.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66520</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 30 Jul 2009 00:29:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66520</guid>
		<description>@LordVreeg: It&#039;s interesting that you found out, at the analytical level, what my &#039;big picture&#039; gut feeling was telling me about the 5X5 concept.  Something deceptively simple, yet extremely useful.  Thanks for checking it out!

@Satyre: You can even one up it and use both Dave&#039;s model and mine and create a 5X5 campaign made up of 25 5x5 adventures. Now that should last you a few years :)
.-= ChattyDM&#180;s last blog ..&lt;a href=&quot;http://chattydm.net/2009/07/29/gen-con-hiatus-update-guest-post-galore/&quot; rel=&quot;nofollow&quot;&gt;Gen Con Hiatus Update: Guest Post Galore and Critical Hits!&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@LordVreeg: It&#8217;s interesting that you found out, at the analytical level, what my &#8216;big picture&#8217; gut feeling was telling me about the 5X5 concept.  Something deceptively simple, yet extremely useful.  Thanks for checking it out!</p>
<p>@Satyre: You can even one up it and use both Dave&#8217;s model and mine and create a 5X5 campaign made up of 25 5&#215;5 adventures. Now that should last you a few years <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
.-= ChattyDM&#180;s last blog ..<a href="http://chattydm.net/2009/07/29/gen-con-hiatus-update-guest-post-galore/" rel="nofollow">Gen Con Hiatus Update: Guest Post Galore and Critical Hits!</a> =-.</p>
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		<title>By: satyre</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66519</link>
		<dc:creator>satyre</dc:creator>
		<pubDate>Wed, 29 Jul 2009 23:20:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66519</guid>
		<description>That is being yoinked!  Purely for research purposes of course.

You might want to link these five by five blocks together in some kind of sequential chain so that adventure areas have recurring threads or relationships.

Maybe a five by five by five block; so some 125 events which if you break them down into a five room model is twenty-five areas. Split  as you like for six months play and roughly twelve (and a half) levels for 4E.

Now that my friends is a campaign sandbox.  Nice work Phil!
.-= satyre&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/FameFortune/~3/FWZ3NCq3JlM/on-trail-of-tears-bribery-and-bones.html&quot; rel=&quot;nofollow&quot;&gt;on the trail of tears: bribery and bones&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>That is being yoinked!  Purely for research purposes of course.</p>
<p>You might want to link these five by five blocks together in some kind of sequential chain so that adventure areas have recurring threads or relationships.</p>
<p>Maybe a five by five by five block; so some 125 events which if you break them down into a five room model is twenty-five areas. Split  as you like for six months play and roughly twelve (and a half) levels for 4E.</p>
<p>Now that my friends is a campaign sandbox.  Nice work Phil!<br />
.-= satyre&#180;s last blog ..<a href="http://feedproxy.google.com/~r/FameFortune/~3/FWZ3NCq3JlM/on-trail-of-tears-bribery-and-bones.html" rel="nofollow">on the trail of tears: bribery and bones</a> =-.</p>
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		<title>By: &#187; Gen Con Hiatus Update: Guest Post Galore</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66518</link>
		<dc:creator>&#187; Gen Con Hiatus Update: Guest Post Galore</dc:creator>
		<pubDate>Wed, 29 Jul 2009 21:39:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66518</guid>
		<description>[...] of guest posts, have you seen the one I did for Critical Hits yet?  I took Dave&#8217;s excellent 5X5 campaign design method and applied it to adventure [...]</description>
		<content:encoded><![CDATA[<p>[...] of guest posts, have you seen the one I did for Critical Hits yet?  I took Dave&#8217;s excellent 5X5 campaign design method and applied it to adventure [...]</p>
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		<title>By: LordVreeg</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66517</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Wed, 29 Jul 2009 21:20:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66517</guid>
		<description>I found it an interesting exercise (instead of doing work)  To take my current adventure sets and subsets and build them onto the same 5x5 block.
I frankly realized quickly that I ended up making 5x5&#039;s within 5x5&#039;s.  (Thanks...I&#039;ll be doing this forever now).  And the secondary block ended up 6x7.   That particular level of detail necessitated it.

One cool thing was the empty boxes that needed filling.  Creating commections was interesting and enjoyable, as well as fostering the &#039;interconnected&#039; feel a campaign has to have to gaine versimilitude.

The other was the time issue.  I found myself drawing arrows (flowcharts within graph blocks...ouch!) to chronological imperitives.  You know, &quot;The Players will not know about the identity of the Great Wight of the Sheering Clan unless they have spoken with the BoneKnights of Orcus&quot;.   Geekspeak like that.

Anyway, a good idea in the first place, and one of the rare ones that is both a useful tool, applicable to all experience levels of GMs, as well as a high level analytical tool when you reverse engineer.  Kudos.
.-= LordVreeg&#180;s last blog ..&lt;a href=&quot;http://celtricia.pbworks.com/Dramatis%20Persona-Steel%20Isle%20Town&quot; rel=&quot;nofollow&quot;&gt;added Dramatis Persona-Steel Isle Town&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I found it an interesting exercise (instead of doing work)  To take my current adventure sets and subsets and build them onto the same 5&#215;5 block.<br />
I frankly realized quickly that I ended up making 5&#215;5&#8242;s within 5&#215;5&#8242;s.  (Thanks&#8230;I&#8217;ll be doing this forever now).  And the secondary block ended up 6&#215;7.   That particular level of detail necessitated it.</p>
<p>One cool thing was the empty boxes that needed filling.  Creating commections was interesting and enjoyable, as well as fostering the &#8216;interconnected&#8217; feel a campaign has to have to gaine versimilitude.</p>
<p>The other was the time issue.  I found myself drawing arrows (flowcharts within graph blocks&#8230;ouch!) to chronological imperitives.  You know, &#8220;The Players will not know about the identity of the Great Wight of the Sheering Clan unless they have spoken with the BoneKnights of Orcus&#8221;.   Geekspeak like that.</p>
<p>Anyway, a good idea in the first place, and one of the rare ones that is both a useful tool, applicable to all experience levels of GMs, as well as a high level analytical tool when you reverse engineer.  Kudos.<br />
.-= LordVreeg&#180;s last blog ..<a href="http://celtricia.pbworks.com/Dramatis%20Persona-Steel%20Isle%20Town" rel="nofollow">added Dramatis Persona-Steel Isle Town</a> =-.</p>
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		<title>By: The Chatty DM</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66516</link>
		<dc:creator>The Chatty DM</dc:creator>
		<pubDate>Wed, 29 Jul 2009 18:05:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66516</guid>
		<description>Hey, it&#039;s always fun to see people from the gang liking my stuff!  The check&#039;s in the mail!

Seriously, it works really well. :)
.-= The Chatty DM&#180;s last blog ..&lt;a href=&quot;http://chattydm.net/2009/07/29/dude-you-gotta-try-savage-worlds/&quot; rel=&quot;nofollow&quot;&gt;Dude, You Gotta Try Savage Worlds!&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Hey, it&#8217;s always fun to see people from the gang liking my stuff!  The check&#8217;s in the mail!</p>
<p>Seriously, it works really well. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
.-= The Chatty DM&#180;s last blog ..<a href="http://chattydm.net/2009/07/29/dude-you-gotta-try-savage-worlds/" rel="nofollow">Dude, You Gotta Try Savage Worlds!</a> =-.</p>
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		<title>By: Geek's Dream Girl</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66515</link>
		<dc:creator>Geek's Dream Girl</dc:creator>
		<pubDate>Wed, 29 Jul 2009 16:12:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66515</guid>
		<description>Very cool, Phil!  I really need to start planning a campaign...  it&#039;s on my very long to-do list...
.-= Geek&#039;s Dream Girl&#180;s last blog ..&lt;a href=&quot;http://geeksdreamgirl.com/2009/07/29/dont-care-much-about-the-ennies/&quot; rel=&quot;nofollow&quot;&gt;Don’t Care Much About The ENnies?&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Very cool, Phil!  I really need to start planning a campaign&#8230;  it&#8217;s on my very long to-do list&#8230;<br />
.-= Geek&#8217;s Dream Girl&#180;s last blog ..<a href="http://geeksdreamgirl.com/2009/07/29/dont-care-much-about-the-ennies/" rel="nofollow">Don’t Care Much About The ENnies?</a> =-.</p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66514</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Wed, 29 Jul 2009 15:21:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66514</guid>
		<description>I&#039;ll definitely be using the 5x5 method throughout my campaign, probably not ever to the scale that Dave is but definitely on the smaller scale that you present here.  Thanks Phil!</description>
		<content:encoded><![CDATA[<p>I&#8217;ll definitely be using the 5&#215;5 method throughout my campaign, probably not ever to the scale that Dave is but definitely on the smaller scale that you present here.  Thanks Phil!</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/07/29/using-the-5x5-method-for-adventure-design/#comment-66513</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 29 Jul 2009 14:22:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4446#comment-66513</guid>
		<description>@wrathofzombies: Thanks man.  It was a hell of a lot of fun to play.  Paranoid players are part of the fun.

@MkaY: As Dave and I have said a few times.  When someone tries an idea you wrote about in a blog, it&#039;s like you just made a sell.  Thanks!  I&#039;m curious to see how the method will help various types of GMs.  Do let us know how it panned out.
.-= ChattyDM&#180;s last blog ..&lt;a href=&quot;http://chattydm.net/2009/07/29/dude-you-gotta-try-savage-worlds/&quot; rel=&quot;nofollow&quot;&gt;Dude, You Gotta Try Savage Worlds!&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@wrathofzombies: Thanks man.  It was a hell of a lot of fun to play.  Paranoid players are part of the fun.</p>
<p>@MkaY: As Dave and I have said a few times.  When someone tries an idea you wrote about in a blog, it&#8217;s like you just made a sell.  Thanks!  I&#8217;m curious to see how the method will help various types of GMs.  Do let us know how it panned out.<br />
.-= ChattyDM&#180;s last blog ..<a href="http://chattydm.net/2009/07/29/dude-you-gotta-try-savage-worlds/" rel="nofollow">Dude, You Gotta Try Savage Worlds!</a> =-.</p>
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