Recent content by lewpuls

  1. lewpuls

    World of Design: Flipping the Hourglass

    Picture courtesy of Pixabay. Today we're going to discuss two ways of creating many things: not just games but stories and game worlds. That is, starting top-down, or bottom-up. Many of the Worlds of Design columns start out “shotgun” (bottom-up) and may not be finished until years after they...
  2. lewpuls

    Worlds of Design: When the Clock's Ticking

    Courtesy of Pixabay. My wife was using her tablet, early in the morning. I wanted to say something to her, but her response was “I only have six minutes to get triple points!” So I shut my mouth, and went to the computer to add this quote to this article. She’s using online software, Duolingo...
  3. lewpuls

    Worlds of Design: Life in the Big City

    Picture courtesy of Pixabay. Cities don’t just happen, though it may look that way to those who live in one. As a GM/world-builder you can “do it that way” (they just happen), but I prefer a believable world, which means that cities must have reasons for being there. For this article, a city...
  4. lewpuls

    Worlds of Design: The Great Divide

    Picture courtesy of Pixabay. “Don’t read any science fiction/fantasy from before [or after] 1980” is a phrase characterizing a notable split in sci-fi and fantasy fandom. There's a split for sure, but they're not nearly as incompatible as that quote might imply. Vicarious vs. Role For the...
  5. lewpuls

    Worlds of Design: The Problem with Space Navies, Part 2

    Picture courtesy of Pixabay. I confess that I am a big fan of naval history (the topic of my long ago doctoral dissertation is “Aircraft and the Royal Navy 1908 to 1919”), so I have some bias. Certainly if you work at it, you can deliberately make up science-fiction settings where ground...
  6. lewpuls

    Worlds of Design: The Problem with Space Navies, Part 1

    Picture courtesy of Pixabay. A Change of Space When I write a Worlds of Design column about worldbuilding I usually think in terms of fantasy rather than science fiction. Today I have a sci-fi topic, how “space navies” are likely to work. In this discussion I assume a sci-fi setting is the...
  7. lewpuls

    Worlds of Design: Only Human

    Picture courtesy of Pixabay. Humans are generally positioned as the baseline to which other species are compared, no doubt because humans are playing the game. Dungeons & Dragons famously centered humans as the “main” species lest the game turn into less fantasy medieval and more abstract...
  8. lewpuls

    Worlds of Design: Who Gets the Crown?

    Picture courtesy of Pixabay. Crowns in Crisis As you GM more and more adventures, it may become harder to find an unusual reason for player characters to go adventuring. There’s a lot of potential in "succession dramas" for adventure hooks, even if the adventurers are not amongst the possible...
  9. lewpuls

    Worlds of Design: In the Shadow of Tolkien

    The answer is likely predicated on if you came to Tolkien before you came to FRPGs. Picture courtesy of Pixabay. I read the Lord of the Rings (LOTR) when I was in my late teens, about seven years before original Dungeons & Dragons was released. (The Hobbit came later for me.) This is long...
  10. lewpuls

    Worlds of Design: The Simplicity Solution

    Picture courtesy of Pixabay. Simplify, Don’t Add When I'm referencing "simple games" I'm specifically discussing games that are simple, but have some depth to them. I prefer to design simple games - games that are fundamentally simple in rules, though not in strategies. That said, simple...
  11. lewpuls

    Worlds of Design: The Simplifier's Toolkit

    Now that we’ve established the basics of simplifying a game, let’s work through how to make a game simple. Picture courtesy of Pixabay. The Simplification Checklist Simplicity in games consists of several tenets, which we’ll discuss in order. Remove trivial decisions: Trivial doesn’t mean...
  12. lewpuls

    Worlds of Design: Playing Favorites

    Picture courtesy of Pixabay. Does anyone stick with a game anymore? As games have proliferated and entertainment options have become more numerous, it’s increasingly hard to get an audience to truly dedicate their time and effort to the game. This is important, because games rely on people...
  13. lewpuls

    Worlds of Design: Mind Your Mercenaries

    Mercenary units were common in the pre-gunpowder era, and we hear their stories in some modern science fiction. Wouldn’t they show up in RPGs? Picture courtesy of Pixabay. Meet Your Merc Mercenary companies usually originated with troops from a specific region, but recruiting was typically a...
  14. lewpuls

    Worlds of Design: Battle Maneuvers

    The longer the campaign, the more likely PCs become military strategists. Here’s the basics. Picture by RGodforest - Own work, CC BY-SA 3.0, File:Fire and movement.svg - Wikimedia Commons Welcome to the Big Leagues As an RPG campaign gets longer and longer, characters tend to become important...
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