Coriolis: The Great Dark - deep dives

#15 Concept to Publication - Building Delve Scenarios in Coriolis: The Great Dark


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Part 3 of 3 (segment 4): From Concept to Publication

How do you transform sophisticated scenario design into a usable document that game masters can actually run at the table?

In this concluding episode, hosts Peter Randel, Carsten Eriksen, Christian Eriksen, and Elisabeth Tremors explore the often-overlooked art of scenario publication. Building on the structural foundations and action design from previous episodes, we examine how visual design, information architecture, and thoughtful handout creation determine whether The Library of Apan'ra succeeds in practice.

  • Information ecology: designing for multiple reading modes (prep, play, deep study)
  • Typography and layout as functional infrastructure, not decoration
  • Creating essential delve maps: surface overview and depth cross-section
  • Handout philosophy that enhances immersion without creating barriers
  • Campaign integration frameworks that support both episodic and ongoing play
  • Editorial techniques that make complex content accessible without dumbing it down
  • The publication as teaching tool: showing methodology, not just content

Whether you're publishing scenarios for others, creating materials for your own table, or studying how design choices affect usability, this episode provides sophisticated frameworks grounded in practical application.

Scenario designers preparing for publication • Game masters creating custom adventures • Anyone interested in information design and usability • Fans developing Coriolis campaigns • Designers studying how layout supports play • Writers transforming ideas into usable documents

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Coriolis: The Great Dark - deep divesBy Peter Randel Jensen