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  1. lewpuls

    Worlds of Design: Modus Operandi

    How odd. What happened to the usually-talkative denizens of Enworld?
  2. lewpuls

    Worlds of Design: Modus Operandi

    In each instance of lengthy adventure fiction (and games), there’s usually a standard mode of operation, often including a vehicle/means of transportation. Picture courtesy of Pixabay. Operation vs. Transportation First, a few definitions. The Latin “modus operandi” means “mode of operations...
  3. lewpuls

    Worlds of Design: All Your Base

    Where's your party’s base of operations? Picture courtesy of Pixabay. A party’s base of operations says a lot about the party itself. It can be a place like the Village of Hommlet or (in Spelljammer) the Rock of Braal, a place the adventuring party goes to and lives in when not adventuring...
  4. lewpuls

    Worlds of Design: Goal-Oriented Play

    There was a time when finishing the mission was core to RPG play. Picture courtesy of Pixabay. A Different Style of Play If you have not played RPGs for as long as I have, this may be new to you. Goal-oriented play is an approach to gaming that was common in the early days of Dungeons &...
  5. lewpuls

    Worlds of Design: Making Mechanics Match

    Is frequently rolling lots of dice good design for an RPG? Picture courtesy of Pixabay. Board vs. Role-Playing Games In my opinion, the less dice the better. Keeping the game’s mechanics simple is good for everyone, players and GM and observers. My design motto is “a designer knows he has...
  6. lewpuls

    Worlds of Design: Too Much Dice?

    Game designers: You don't need bucketsful of dice in your RPG rules! Picture courtesy of Pixabay. Please Note: I'm not against dice themselves. I’m not saying that using dice is bad in game design. It depends on what you want to achieve. If you want a game rather than a puzzle, some kind of...
  7. lewpuls

    Worlds of Design: Combat Tactics

    For some yes, for others, no. Bit those far into fiction often don't have to worry about tactics, because they have "plot armor".
  8. lewpuls

    Worlds of Design: What’s Your Objective?

    What is a game designer’s objective? Yes, to design a game (determine how it works, and specify the rules), but what is that game supposed to actually DO for the players? Picture courtesy of Pixabay. The Basics of Game Design Paraphrased from my book Game Design (McFarland 2012): That’s my...
  9. lewpuls

    Worlds of Design: Combat Tactics

    In fantasy RPGs where cooperation is critical and death is a real threat, these tactics might save your character’s life. Picture courtesy of Pixabay. This advice is for games where there is a real chance that a character might die or be seriously injured. That’s true in some versions of...
  10. lewpuls

    Worlds of Design: The Lost Art of Being Lost

    If you’ve played tabletop RPGs long enough, you’ve probably been in an adventure where your party got lost. Yet it’s much less likely to happen nowadays. Picture courtesy of Pixabay. If you’ve played tabletop RPGs long enough, you’ve probably been in an adventure where your party got lost, or...
  11. lewpuls

    Tracking Down the Elusive Shift: A Review

    As a board game designer, I like to design games that cause people to come up with their own objectives, even though the game has a set of victory conditions. But RPGs (or at least, something with an avatar) are best at this.
  12. lewpuls

    Worlds of Design: Leveling vs. Training

    We previously covered why training systems were abandoned in D&D. Here's what replaced it. Picture courtesy of Pixabay. Congratulations on Advancing, Pay Up! I’ve always thought one of the worst mistakes in AD&D (not repeated in later editions) was the requirement that when you reach enough...
  13. lewpuls

    Worlds of Design: The Price of Advancement

    In AD&D, there was a training requirement to advancement that didn’t reflect how people actually learn. In this column I’ll talk about how the real world works in this context. Picture courtesy of Pixabay. To Train or Not to Train? One of the more notable abandoned rules in RPGs is the...
  14. lewpuls

    Worlds of Design: Golden Rules for RPGs

    There are several Golden Rules, really. These are my three for role-playing games. Picture courtesy of Pixabay. The topic today isn’t the one people are familiar with from religion and philosophy: treat people as well as you yourself want to be treated. That Golden Rule is present in some...
  15. lewpuls

    Worlds of Design: Building a Structural Framework

    Years ago I devised a framework that can be applied to “all” games, to help aspiring designers of board and card games. Let’s see how it applies to RPGs. Article courtesy of Pixabay. Years ago I devised a framework that can be applied to “all” games, to help aspiring designers of board and...
  16. lewpuls

    Worlds of Design: How Big is Your Army?

    For those who prefer "realistic" numbers in RPGs: Inflated numbers of combatants for battles litter history books, derived from wildly inaccurate contemporary histories. We can do much better in figuring out actual numbers. Picture courtesy of Pixabay. Some GMs don't care about practical...
  17. lewpuls

    Worlds of Design: Spelljammer 2.0

    As a big fan of the old Spelljammer, I really wanted to like the new 5e version. But it doesn’t fix some of the problems of the old version. What Sets Spelljammer Apart Beth Rimmels wrote a thorough review of the new Spelljammer product ($44.93 including tax, free shipping, from Amazon; list...
  18. lewpuls

    Worlds of Design: Lost in Translation

    Adaptations of any fiction from one medium to another tend to suffer from unnecessary changes, including tabletop role-playing games. Unfortunately, what’s necessary and unnecessary is often a matter of opinion. Picture courtesy of Unsplash The Curious Case of Artemis Fowl When the Artemis...
  19. lewpuls

    Worlds of Design: Are You Consistent?

    Like sports fans, RPGers want consistency of GMs rulings. This is both in the “meta” mode, what characters do aside from adventures, and adventures mode. Picture courtesy of Pixabay. Call It Consistently! Watching the NBA finals a few years ago, I often heard the plea of players and...
  20. lewpuls

    Worlds of Design: The Great Dichotomies of RPGs

    A few years ago for an online course about strategic wargame design I devised a list of about a dozen dichotomies between warfare and games. The paradox of wargames is that warfare and games are polar opposites! After writing some 150 “Worlds of Design” columns I decided to do the same for RPGs...
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