Search results

  1. worldbuildingpart1.jpg

    worldbuildingpart1.jpg

  2. lewpuls

    Worlds of Design: The Four Laws of Character Death

    A problem that I have in GMing RPGs, and I imagine a lot of other people have, is reluctance to kill characters that players have become strongly attached to. I'll describe my evolution in how I have dealt with this. Picture courtesy of Pixabay. The Law of Survivability In its early days...
  3. lewpuls

    Worlds of Design: Rolls vs. Points in Character Building

    I prefer the method that is fair in game terms, not in life terms - life is clearly not fair. If the excitement of rolling characters is a significant part of your campaign, there's something wrong with your campaign. Your character is the accumulation of what he/she/it does, and chooses not...
  4. lewpuls

    Worlds of Design: Rolls vs. Points in Character Building

    Let’s talk about methods of generating RPG characters, both stochastic and deterministic. Picture courtesy of Pixabay. When creating character attributes, there are two broad approaches to generating them: stochastic and deterministic. The stochastic method involves chance, while the...
  5. lewpuls

    D&D General Worlds of Design: Is Fighting Evil Passé?

    (Total) Wartime morality tends to be different from peacetime morality . . . If I'm intending to be Good, and I know there's a war on between good and evil, and my Good god says that the orc gods are Evil, and I should smite all orcs . . . then yes, I KNOW I'm doing the right thing, in a way no...
  6. lewpuls

    D&D General Worlds of Design: Is Fighting Evil Passé?

    I am surprised that the following has not come up in the discussion: In RPGs (well, certainly D&D) the gods are diverse, real, and manifest in the world (unlike the real world, where gods are, um, ideas, and not manifest in the world). I think a great deal of characterization about foes, and...
  7. lewpuls

    D&D General Worlds of Design: Is Fighting Evil Passé?

    I think the generation that fought World War II (now dead or far into their 90s) probably had stronger black-and-white tendencies because of that experience. The farther we get from "the war", the weaker the belief in strong good and strong evil. I was born near enough to the end of the war to...
  8. lewpuls

    D&D General Worlds of Design: Is Fighting Evil Passé?

    I agree. My title was "Is Fighting Evil the Focus of Your Campaign". Sometimes the editor changes the title. Sometimes that can be misleading, sometimes not.
  9. lewpuls

    D&D General Worlds of Design: Is Fighting Evil Passé?

    When I started playing Dungeons & Dragons (1975) I had a clear idea of what I wanted to be and to do in the game: fight evil. As it happened, I also knew I wanted to be a magic user, though of course I branched out to other character classes, but I never deviated from the notion of fighting evil...
  10. lewpuls

    TSR The Dueling Essays of Arneson & Gygax

    Jon Peterson has investigated these questions in his book Playing at the World, at great length. It's been a while since I read it. Evidently Arneson was the person who made the breakthrough of players having avatars. He was likely using Chainmail at that point. But Dave wasn't a rules writer...
  11. cube-4716670_960_720.jpg

    cube-4716670_960_720.jpg

  12. angel-4241932_960_720.jpg

    angel-4241932_960_720.jpg

  13. fantasy-2549111_960_720.jpg

    fantasy-2549111_960_720.jpg

  14. lewpuls

    Worlds of Design: Creativity and the Game Designer

    What part does creativity play in game design? Novice game designers often have a confused idea that game design is all about creativity, which is very far from the truth. Creativity is important, but a small component of game design. Most of the work involved in designing the game is fairly...
  15. creativedesignpart1.jpg

    creativedesignpart1.jpg

  16. diceluck.jpg

    diceluck.jpg

  17. lewpuls

    D&D General Worlds of Design: More Human Than Human

    We take having many playable species in fantasy role-playing games for granted. For example, 30-some years ago I wrote an article "My Life as a Werebear" (in White Dwarf #17) that provided rules for player character monster species such as blink dog packs and giants. Picture courtesy of...
  18. lewpuls

    D&D General Worlds of Design: Shooting Magic Missiles from Silly Places

    I was attending a college game club for the first time, convening at the odd time of 7:19. I was quite early, having come from another college game club, so I sat down and spread out a couple of games I was seeking to playtest. Not far away a group of guys were talking, and I finally heard...
  19. lewpuls

    D&D General Worlds of Design: A Question of Balance

    Some people think that every character class must be equally balanced with every other class, but why is that necessary? Are they competing with the other players in a co-operative game? Picture courtesy of Pixabay The Destination or the Journey? When approaching a discussion of class balance...
  20. fantasy-4634079_1280.jpg

    fantasy-4634079_1280.jpg

Top