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  1. ideas.jpg

    ideas.jpg

  2. lewpuls

    Worlds of Design: Escaping Tolkien

    This is a fascinating case where the title - the editor's title, not mine, mine was something like "World-building: effects of cultural change" - has gotten more attention than my intention, which was to write about how cultural change must modify a world from whatever people think is the norm...
  3. lewpuls

    Worlds of Design: Escaping Tolkien

    In my previous article we discussed technological differences; this article focuses on cultural differences. Perhaps the cultural differences aren’t as clear in one’s awareness, but can be very important and just as far-reaching. Don’t underestimate culture! Picture courtesy of Pixabay. Part...
  4. lewpuls

    Worlds of Design: When Technology Changes the Game

    Not to respond, really, but wow, that was astonishing. I point out that I didn't know what cinemasins was until I looked it up just now. When people assign likes or dislikes to others, that the target hasn't expressed themselves, they're almost always wrong. At least, when I'm the target. A lesson.
  5. lewpuls

    Worlds of Design: When Technology Changes the Game

    Many Star Wars fans absolutely do not care that the combat/military part of it is utter nonsense (and of course, some don't know enough to even recognize it's nonsense). While I complain about it, I've watched all the Star Wars movies, Clone Wars, Rebels, usually more than once. Writing about...
  6. lewpuls

    Worlds of Design: When Technology Changes the Game

    Settings that are there only to provide opportunities for drama are usually for movies (such as original Star Wars) or other short-term activity (a short story or play?). A setting for a RPG campaign or a series of novels (one novel, perhaps) need to be more sensible than short-term settings to...
  7. lewpuls

    Worlds of Design: When Technology Changes the Game

    We all know Star Wars is much more fantasy than SF (magic swords=light sabers, spells=The Force). And its military aspects make virtually no sense. But from what I know of historical weapons development, once something is seen (the hyperspace massacre of the giant ship), weapon makers take...
  8. lewpuls

    Worlds of Design: When Technology Changes the Game

    That one is coming up quite soon, actually
  9. lewpuls

    Worlds of Design: When Technology Changes the Game

    These are excuses, not believable reasons. Small chance of working? Space combat is at close quarters - easy to hit something when you're miles away or less. "Gravity shadow" (what?), just have varied size missiles. Virtually every comment I've ever seen about the fiasco of the hyperspace attack...
  10. RPG terrain.jpg

    RPG terrain.jpg

  11. 4 by 3 foot wall tile with tile pieces.jpg

    4 by 3 foot wall tile with tile pieces.jpg

  12. 3D printed dice towers.jpg

    3D printed dice towers.jpg

  13. Doublesix - alt.jpg

    Doublesix - alt.jpg

  14. sign-2340096_1280.png

    sign-2340096_1280.png

  15. lewpuls

    Worlds of Design: When Technology Changes the Game

    Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which is hard to do. Please Note: This article contains spoilers for the Blood in the Stars and Star Wars series...
  16. lewpuls

    Worlds of Design: What's in a Name?

    Character names and where we might get them from are today’s topics. This is important insofar as we don't want to delay the start of the actual adventure because someone is trying to think of a name! Picture courtesy of Pixabay. A book often referred to among the founding works of American...
  17. stone-age-4462628_1280.png

    stone-age-4462628_1280.png

  18. lewpuls

    Worlds of Design: The Lost Art of Running Away

    Players who say they don't run away because they would be caught, sound terribly unenterprising. With magic and magic items, you ought to be able to figure out a way to get away. Of course, would all monsters pursue (in a reasonable world)? No, they're probably scared spitless just like the...
  19. lewpuls

    Worlds of Design: The Lost Art of Running Away

    Yes. I give only mission XP, not XP for treasure or for killing. Makes a big difference in player behavior. Subject of a future column.
  20. lewpuls

    Worlds of Design: The Lost Art of Running Away

    Yes, running away in a normal battle, after battle has been joined, can result in heavy casualties. I was thinking in terms of running away immediately, no battle. But with magic-equipped adventurers, who are much tougher than ordinary soldiers, running away after battle has been joined is still...
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