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  1. lewpuls

    Worlds of Design: Four Stages of Magic - Part 1

    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. Sourced from Pixabay. “Generally it appears the case that, when faced with all life's problems, the baby, he wants to cry about...
  2. lewpuls

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

    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? Sourced from...
  3. lewpuls

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

    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...
  4. lewpuls

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

    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? Notice it’s “storytelling”, not storymaking. Every RPG involves a story, the question is, who...
  5. lewpuls

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

    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? Photo by Charisse Kenion on Unsplash While you could simply...
  6. lewpuls

    Worlds of Design: “I Hate Dice Games”

    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...
  7. lewpuls

    Worlds of Design: Eight Awful Truths About RPG Marketing

    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. Photo sourced from Pixabay To compare with my own...
  8. lewpuls

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

    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? Sourced from Pixabay What about the size (and speed) of typical vehicles as a separator? Science fiction often has vast spaceships that you...
  9. lewpuls

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

    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. Sourced from Pixabay. After making some notes to try to answer this question for myself, I...
  10. lewpuls

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

    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. Picture sourced from Pixabay. I must be crazy to try to define/characterize a segment as large and diverse as this one in a few words...
  11. lewpuls

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

    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? Photo by Hello I'm Nik on Unsplash Last time I talked about the “All About Me” RPG style, and...
  12. lewpuls

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

    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. Photo by Jon Tyson on Unsplash I’ve...
  13. lewpuls

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

    Still nonsense War crimes are defined by modern treaties, not by any particular moral standard. I assure you, for most of human history what we're talking about was not a war crime (IF anything was). Aren't you imposing your personal standard and supposing it has always been the way people...
  14. lewpuls

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

    Nonsense. It's OK to slaughter who-knows-how-many creatures, but you become evil if you charm one and use it for advancing your side's purposes? How stupid is that? This is war, not sport.
  15. lewpuls

    Mythological Figures: Queen Boudica (5E)

    The trouble with choosing ancient historical figures is that what you make up likely will have little or nothing to do with history. Boudicca wasn't a fighter, she was a symbol of her people's disgust with the Romans. How much she was the political leader isn't known, as we know next to nothing...
  16. lewpuls

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

    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...
  17. lewpuls

    Some Social Aspects of RPGs

    I will elaborate about the DMs who prefer DMing to playing, in another column. Note I mean prefer this, not that they're forced to - many people are forced to DM rather than play, because no one else will do it.
  18. lewpuls

    Some Social Aspects of RPGs

    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. Picture courtesy of Pixabay. This column stems from a conversation I had with a couple college...
  19. lewpuls

    Mearls On D&D's Design Premises/Goals

    Mearls' discussion might be posed even more simply. 3e encouraged the one-man-army, and power creep, and discouraged cooperation. 5e has returned to co-operation rather than individual "showing off", to adventure rather than power creep. Bravo.
  20. lewpuls

    Breaking Morale

    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? Photo by Joshua Ness on Unsplash...
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