Timeline for Preventing saturation in a horror campaign
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Aug 20, 2012 at 14:30 | history | bounty ended | Sardathrion - against SE abuse | ||
Aug 19, 2012 at 5:43 | comment | added | mxyzplk | Thanks for the shout-out. I think the most important thing about a sustained horror campaign's pacing is playing it by ear - understand when your players are overwhelmed or when they are primed for a scare. Being adaptive over following a plan is paramount when you're playing on something as ephemeral as emotion. | |
Aug 17, 2012 at 17:28 | history | edited | SevenSidedDie | CC BY-SA 3.0 |
format titles as titles, reformat "tip sidebar" with something other than blockquote markup
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Aug 17, 2012 at 10:53 | history | edited | Runeslinger | CC BY-SA 3.0 |
added 45 characters in body
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Aug 17, 2012 at 5:30 | history | edited | Runeslinger | CC BY-SA 3.0 |
typos, formatting
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Aug 17, 2012 at 1:25 | history | edited | Runeslinger | CC BY-SA 3.0 |
added 1950 characters in body
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Aug 17, 2012 at 1:09 | history | answered | Runeslinger | CC BY-SA 3.0 |