Search results

  1. lewpuls

    Worlds of Design: The Lost Art of Running Away

    How often does an adventuring party avoid an encounter, even run away from one? This used to be common in earlier versions of the game, but less so now. What changed? Picture courtesy of Pixabay. “Run away, run away!” King Arthur, fleeing the carnivorous rabbit in Monty Python and the Holy...
  2. lewpuls

    Worlds of Design: The Cost of Trade

    No one knows for sure. But there seem to have been several causes. Climate, earthquakes, too big a gap between the rich and the non-rich, "Sea Peoples", Phrygians, and so on.
  3. lewpuls

    Worlds of Design: The Cost of Trade

    Nations in the ancient near East fought over trade routes. A well-known route was from Assyria (where textiles were produced) to the Hittite Empire (copper, I think). This was at least partly trade by donkey etc. But it was still valuable to those economies. Part of the reason for the Bronze Age...
  4. Presentation1.jpg

    Presentation1.jpg

  5. lewpuls

    Worlds of Design: The Cost of Trade

    This is related to world building, and also related to player characters when they choose to invest in or participate in trading activities in your world/campaign. In some rulesets the characters need lots of money, in others they don’t. Trade has the potential to make lots of money. Picture...
  6. lewpuls

    Worlds of Design: Making Megadungeons Make Sense

    I will be writing some columns about that. I once wrote a LONG (4400 words) article called "Fights of Fantasy" (Dragon #79). It will be in one of my reprint books, when I get around to it. Thanks for the reference to How to Host a Dungeon.
  7. vintage-1721959_1280.jpg

    vintage-1721959_1280.jpg

  8. merchant-pull-1398066_1280.jpg

    merchant-pull-1398066_1280.jpg

  9. lewpuls

    Worlds of Design: Making Megadungeons Make Sense

    When D&D originally came out Gary Gygax more or less taught GMs that they should make huge multilevel dungeons that the adventuring party would enter and loot, killing the monsters who were guarding it. But in my case we were eager to play, so as GM I made what gradually became a big, sprawling...
  10. lewpuls

    Worlds of Design: Is Combat Now Passe?

    In April 2020 my column was titled “Is Fighting Evil Passé?” Readers pointed out that it was a misleading title, and that's because the editor changed it [Ed note: Yep!]. My original title was “Is Fighting Evil the Focus of Your Campaign?” This time I want to address what my proposed title...
  11. steps-158347_960_720.png

    steps-158347_960_720.png

  12. lewpuls

    Worlds of Design: Medieval Travel & Scale

    I meant, an example in an FRPG. Of course there are some in modern times. Including many games that use connectivity maps (esp many space wargames). I recall making a connectivity map for my design Britannia once, it might be on my website somewhere.
  13. lewpuls

    D&D General The diminishing effectiveness of armour across the editions

    This is one of the more insightful things I've read on ENWorld, thanks. It set me to thinking about how my simple RPG rules fit the newer zeitgeist. My characters don't have ability numbers, only skills, so that takes the STR-DEX competition out of the equation.
  14. lewpuls

    D&D General The diminishing effectiveness of armour across the editions

    The advantages of heavy armor in AD&D compensated a fighter (some) when he saw the MU doing scads of damage quite beyond what a fighter can (the artillery spells). But 5e's take on fighters may compensate for the loss of armor efficacy. Or does it?
  15. lewpuls

    Worlds of Design: Medieval Travel & Scale

    I've not seen an example from real-world use, but for ordinary people a connectivity map might be more useful than a distance map. Connectivity map: circles for locations, connecting lines with travel time listed. If by river, the line would follow the river, if by sea, the sea, if significant...
  16. lewpuls

    Worlds of Design: Medieval Travel & Scale

    I wonder how many GMs have made an adventure out of hiring the adventurers to make maps (based on distance, not time?)?
  17. lewpuls

    Worlds of Design: Medieval Travel & Scale

    Travel times instead of distances are a common mode of expression today. I always talk in road mileage, my sister (who travels with her husband far more than I do) always quotes time, and rarely knows the actual distance (her husband does the driving, I do most of the driving for my wife and I)...
  18. lewpuls

    Worlds of Design: Medieval Travel & Scale

    We previously established the fundamentals of world-building; with a world’s basic rules down, it’s important to consider how you get around in that world. And travel was very different (read: slower) in a medieval setting. Picture courtesy of Pixabay. It’s Not That Far… As explained by Rick...
  19. knight-3038799_960_720.jpg

    knight-3038799_960_720.jpg

  20. lewpuls

    D&D 5E (2014) WotC's Jeremy Crawford Talks D&D Alignment Changes

    I think of this in game designer's terms, of course. Alignment was a way to reflect religion without specifying real-world gods, but more a way to steer people away from the default of "Chaotic Neutral hoodlum who can do whatever he/she wants". Neutering alignment removes a useful GM tool. Lew...
Top