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  1. lewpuls

    Worlds of Design: Campaign, Sequence, or One-shot?

    Picture courtesy of Pixabay. We previously discussed the difference between three common ways of playing RPGs; let's explore each in detail. One-Shots (One-Offs) This term may vary depending on your region: American tends to use “one shot” while Brits my more commonly refer to these games as...
  2. lewpuls

    Worlds of Design: How Long is Your Game Meant to Be?

    Picture courtesy of Pixabay. Play of the same RPG rules can turn out quite differently, depending on whether it’s within a one-shot adventure, a sequence, or a campaign. What’s in a Game? Most RPGs were originally designed for long campaigns, not one-off (one-shot) adventures or a shortish...
  3. lewpuls

    Worlds of Design: How Powerful Are Your Gods?

    Picture couresty of Pixabay. What Flavor of God? Are your fantasy role-playing game gods all-powerful, and are they omniscient (they know everything, which implies they are omnipresent as well)? Monotheistic religions tend to have one deity along these lines, but that's not how many of the...
  4. lewpuls

    Worlds of Design: How Subtle is Your Sorcery?

    Game designers of tabletop fantasy role-playing games know that spellcasting is a key part of both the game’s mechanics and the world setting. Which is why it’s important to understand a simple but critical concept in a fantasy world: the noticeability of spellcasting. Not many RPG rulesets...
  5. lewpuls

    Worlds of Design: Consistent Fantasy Ecologies

    Picture courtesy of Pixabay. Every world has an ecology; if you want your fantasy world to be believable, you’ll need to pay attention to how it works: how does each living group fit with all the others and with the world? What might your world design goals be in general? What’s an Ecology...
  6. lewpuls

    Worlds of Design: Water, Water, Everywhere

    This article is about water-related disasters other than drought. All of these natural events pose significant challenges to fantasy medieval societies, both from the wreckage they cause to the long-term effects when water sweeps through an area, possibly bringing monsters and disease. Picture...
  7. lewpuls

    Worlds of Design: The Revenge of the Kludge

    In our previous discussion I explained my perspective on harmony in game design. Now it’s time for the opposite, but sometimes complementary, game design technique, the Kludge. It’s something of an ugly word itself, and that’s not an accident. Picture courtesy of Pixabay. What’s the Opposite...
  8. lewpuls

    Worlds of Design: Harmony

    Harmony and its opposite, the kludge, are fundamental to good game design. Photo by Shubham Dhage on Unsplash What is Harmony in Game Design? The definition of harmony in the context of game design is different from other systems, like music. Harmony is often noted by its absence. Here is a...
  9. lewpuls

    Worlds of Design: The Mastermind

    Every campaign has their Moriarty, Sherlock Holmes’ master criminal. By Moriarty and Holmes at the Reichenbach Falls by Raymond Bell, CC BY-SA 2.0, File:Moriarty and Holmes at the Reichenbach Falls - geograph.org.uk - 5942977.jpg - Wikimedia Commons The Criminal Mastermind The criminal...
  10. lewpuls

    Worlds of Design: Get to the Point

    Brevity is the soul of wit … and game design. Picture courtesy of Pixabay. Brevity Write with brevity. Your readers will thank you for it. By “brevity” I mean in a sense of not wasting words; that is, not using words that are unnecessary. Another way to describe this is being concise, though...
  11. lewpuls

    Worlds of Design: Combat Methods

    Is there an ideal combat method in an FRPG? Picture courtesy of Pixabay. RPGs in many cases revolve around combat. Yet the player who understands Sun Tzu’s maxim knows that fighting is merely a means to an end, not an end in itself (though, I must admit, that also depends on the experience...
  12. lewpuls

    Worlds of Design: Hit Fast, Strike Hard

    Is there an ideal frequency with which characters or monsters hit one another in an FRPG? Picture courtesy of PIxabay. How Random Is Your Game? I was inspired by a recent discussion of armor in Dungeons & Dragons to expound on a question that is frequently asked by new game designers: how...
  13. lewpuls

    Worlds of Design: How Lethal is Your Magic?

    The lethality of a RPG's spell system has repercussions beyond combat. Picture courtesy of Pixabay. Meet the Spellslingers I recently read the novel Spellslinger (and successors) by Sebastian de Castell. In this story novice spellcasters (adolescents about to take the “tests”) can kill one or...
  14. lewpuls

    Worlds of Design: Why Buy Adventures?

    Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures? Picture courtesy of Pixabay. Why Bother? Of course, it’s much easier to use a module than to make up your own adventures. But there’s more to it than that. Simply put, game mastering takes time...
  15. lewpuls

    Worlds of Design: Before the Fight

    Planning's not for everybody, but strategizing ahead of time can win the day. Picture courtesy of Pixabay. Improviser vs. Planner In A Different Look at Player Styles: Planners and Improvisers I described planners and improvisors as two different ends of a spectrum of playing styles. My...
  16. lewpuls

    Worlds of Design: Prestige Goods

    When two groups encounter each other, they may place very different values on the same objects. Picture courtesy of Pixabay. Imagine a humanoid tribe that is “beyond the pale” of civilized territories occupied by humanity. They have rarely encountered “civilized” peoples. But those people...
  17. lewpuls

    Worlds of Design: The Sensible Monster

    Should monsters behave sensibly in tabletop role-playing games? Picture courtesy of Pixabay. The Sensible Thing to Do? Should monsters behave sensibly (and you might substitute “realistically” if you don’t balk at that term in a fantasy context) in role-playing games? People are all over the...
  18. lewpuls

    Worlds of Design: Why We War

    From a world building perspective, motivation for war can be important. Photo by Gioele Fazzeri on Unsplash What is It Good For? War in a fantasy campaign is rarely a surprise. Long-entrenched issues boil over to the extent that conflict arises. Thinking about how these issues motivate your...
  19. lewpuls

    Worlds of Design: What Did You Expect?

    This is about expectations, not for yourself as a GM, but what you expect from players. Picture courtesy of Unsplash. Let's discuss a topic not directly tied to game development that nevertheless affects game design and GMing: expectations. Not expectations for yourself, or what other people...
  20. lewpuls

    Worlds of Design: Colonies

    If you’ve developed nations in your campaign, you will probably have a world that involves colonies. Picture courtesy of Pixabay. World-building offers an opportunity to explore a variety of social, political, and historical concepts, including colonization. While the real-world history of...
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