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Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Worlds of Design: The Four Stages of Magic - Part 3

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Now that we've established the four stages of magic, here are some questions to ask yourself as you design your campaign world. You can read parts 1 here and 2 here.

Worlds of Design: The Four Stages of Magic - Part 2

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The idea that there are natural stages that derive from use of magic is not new. Laying out the stages can help a lot when you’re creating a fantasy setting. Part 2. You can read Part 1 here.

Worlds of Design: Four Stages of Magic - Part 1

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The idea that there are natural stages that derive from use of magic is not new. Figuring out the stages can help a lot when you’re creating a fantasy setting.

Worlds of Design: How "Precise" Should RPG Rules Be?

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I was watching a game played with a dice pool, and could see that the GM was waiting for the dice roll and then deciding by what felt right, rather than having any kind of precise resolution. How precise are the RPG rules themselves, and what are the consequences of imprecision?

Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G

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Worlds of Design: “Old School” in RPGs and other Games – Part 2 Rules, Pacing, and Non-RPGs For me, the difference between Old School and anything else is not in the rules, but in attitude, as described last time. Yet the rules, and the pacing, can make a big difference; parts 2 and 3.

Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story

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For me, the difference between Old School and anything else is not in the rules, but in attitude. Is failure, even losing, possible, or is it not? Is it a game, or is it a storytelling session?

Worlds of Design: When There's Too Many Magic Items

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If you’ve GMed a long-standing campaign where players reached fairly high levels, you may have run into problems of too much magic, or of too many low-powered magic items (such as +1 items) in the hands of the heroes. What to do?

Worlds of Design: “I Hate Dice Games”

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When I first saw D&D, I was in my Diplomacy playing phase. That’s a game with no dice, no chance mechanisms at all, but with lots of uncertainty owing to 7 players and simultaneous movement (which can involve guessing enemy intentions). I said, “I hate dice games” and that was it. But not long after (mid-1975), I played D&D at a game convention and loved the possibilities despite the dice.

Worlds of Design: Eight Awful Truths About RPG Marketing

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I often compare fiction writing and publishing with game designing and publishing. They’re similar creative efforts in many ways, especially in tabletop and in the lower ends of video games where you can have one person creating the game.

Worlds of Design: Fantasy vs. Sci-Fi Part 2

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I hope I showed in my last piece that "science vs magic" is not a sufficient way to differentiate fantasy from science fiction. What about other ways?

Worlds of Design: Fantasy vs. Sci-Fi Part 1

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This is a broader question than just RPGs but the same arguments apply. It’s important for RPG designers, for consistency and to avoid immersion-breaking, but it’s probably not important to players.

Worlds of Design: What Makes an RPG a Tabletop Hobby RPG?

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What makes an RPG a tabletop hobby RPG? An RPG, as we talk about them in the hobby, is a human‑opposed co‑operative game. I describe some characteristics.

Worlds of Design: “All About Me” RPGs (Part 2)

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Part 2. Continuing to describe the “All About Me” style, and asking why it’s popular. It has to do with player (not character) backgrounds, certainly. Is it generational in some way?

Worlds of Design: “All About Me” RPGs (Part 1)

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I’ve played and GMed FRPGs since 1975, yet I’m sure I’ll never see all the different styles of play that are possible. I describe an immersion-breaking but popular style, “All About Me”, that differs greatly from the cooperative semi-military style.

Worlds of Design: Tabletop RPGs Are the Most Naturally Co-operative Games

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Although I design board and card games as a business, if I want to play a game for pleasure I play tabletop RPGs. They are naturally co-operative games but with human opposition, more or less unique, because computer RPG “GMs” cannot begin to provide the flexibility and freedom of action that a good human GM offers.

Some Social Aspects of RPGs

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RPG campaigns are social as well as gaming events. Sometimes the GM’s social desires interfere with setting up a campaign. But at the other extreme, people can meet their future spouses via RPGs.

Breaking Morale

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Morale is vitally important in real battles. Units didn’t become hors de combat because most of the unit was dead or wounded, instead their morale broke when there was still a majority able to fight, and they fled. Morale has fallen out of use in RPGs – why?

Boss Monsters? I Just Say No!

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The video game focus on “boss” monsters doesn’t make sense for tabletop RPGs. Video gamers are disappointed if the climactic monster doesn’t kill them several times; in RPGs, once you die, you (usually) don’t respawn.

Overusing Coincidence in Game-Related Stories

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Bear with me a while, as the following becomes a lesson for writing stories in RPGs. My wife and I have been watching the HBO Game of Thrones series on DVD. We’re now into the fifth season. Not long ago she started to read the Song of Ice and Fire books (I read them long ago, and only remember major events). It’s interesting to hear how the show simplifies things, and sometimes drops characters altogether, as they must to fit into a “mere” 80 hours*.

Resolutions for the Fantasy Hero

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Some of you have seen Peter's "Evil Overlord List" from 1996-97. It's "The Top 100 Things I'd Do If I Ever Became An Evil Overlord" such as "Shooting is not too good for my enemies." If you've not read it before, it may help you make your opponents-for-adventurers more effective. It seems only fair that a similar list should exist for the heroes.

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