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  1. lewpuls

    Worlds of Design: Stratagems

    Use of stratagems goes back at least as far as Odysseus and the Trojan Horse. Fans of Glen Cook's "Black Company" series about a fantasy mercenary company will recognize their preference for stratagems over a straight-up battle. Picture courtesy of Pixabay. Direct vs. Indirect Warfare In...
  2. lewpuls

    Worlds of Design: Game Design vs. Story Framework

    Making a Tolkien-like history for a game can be self-indulgent if you let it get in the way of the game. Making it for written stories is something else entirely. Picture courtesy of Pixabay. Stories require some kind of setting. J. R. R. Tolkien made his history and setting as a place for...
  3. lewpuls

    Worlds of Design: Tough Times at the Top

    I’ve always thought that combat-oriented Dungeons & Dragons-style tabletop role-playing games become less fun to play as characters reach double-figure levels of power. Here’s why, and how to fix it. Picture courtesy of Pixabay. The “Who Shoots First” Problem A major reason is the “who...
  4. lewpuls

    Worlds of Design: Same Humanoids, Different Forehead

    Fantasy role-playing games, like the Star Trek television series, can sometimes suffer from a lack of differentiation between humanoid species with only slight tweaks to their appearance. Picture courtesy of Pixabay. From Go to Risk Fantasy role-playing games can suffer from a plague of the...
  5. lewpuls

    Worlds of Design: Active vs. Passive—Part 2

    We've been talking about active versus passive players. But how do you tell which style works for your group? Picture courtesy of Pixabay. Consider Computer RPGs There are lots of activities in video games, certainly, and often there's lots of opposition. Though frequently it's not human...
  6. lewpuls

    Worlds of Design: Active vs. Passive—Part 1

    Given that RPGs are, in essence, negotiations between players and GM, I don't see someone who relies primarily on the mechanics as active, because that gives him or her less control than if other activities were involved.
  7. lewpuls

    Worlds of Design: Active vs. Passive—Part 1

    Ovinomancer, while I see your point, you're not talking about what I was trying to describe. Engaged vs unengaged is what you're talking about, or perhaps about desire to participate? I'm talking about a desire to control what happens aalong with a desire to energetically participate.
  8. lewpuls

    Worlds of Design: Active vs. Passive—Part 1

    Some games need active players, others passive. There are many implications for game design. Picture courtesy of Pixabay. Active and Passive Play Styles You can in general divide game players into two types (with many somewhere in between, of course), Active and Passive. Definitions from a...
  9. lewpuls

    Worlds of Design: When Nations Expand

    I don't play GAMES while worrying much about how they relate to the real world: Separating Games from Reality, Part 1 Separating games from reality, Part 2 "Games are the epitome of separation from reality, as we set up 'the magic circle' and agree to follow a set of rules. Yet some people...
  10. lewpuls

    Worlds of Design: When Nations Expand

    Ah, I also see that the editor changed my question. Mine was: "Your Turn: Does colonization play a part in your campaign, or in the history of your campaign?" No wonder it has been misleading.
  11. lewpuls

    Worlds of Design: When Nations Expand

    clearstream: "It seems to me a mistake or whitewashing to suppose that trading and military colonies are not projects of harmful colonisation. @Ixal I feel there is moral hazard in any presumption of terra nullius. There are peoples today deeply harmed - rich cultures disintegrated and made...
  12. lewpuls

    Worlds of Design: When Nations Expand

    "It happens more than we probably know, and seems to happen to Lew fairly often. I guess even this site is not immune to using click-bait titles." I tend to use longer titles that are precise but not always mellifluous; the changes tend to be shorter titles more likely to attract attention, I...
  13. lewpuls

    Worlds of Design: When Nations Expand

    Ixal: Yes, the title (from the editor) is misleading. My title was "World-building: Colonies." I had no intention of discussing all kinds of expansion. But perhaps someday I will.
  14. lewpuls

    Worlds of Design: When Nations Expand

    When considering how nations expand beyond their borders in your fantasy campaign, there are several options to choose from. Picture courtesy of Pixabay. Trading Colonies We can go back to very ancient times, when the Assyrians had a trading colony in Hittite territory, far from the heartland...
  15. lewpuls

    Worlds of Design: To Move or Not to a New Edition?

    Many tabletop RPGs besides D&D have multiple editions. How many people stick with older editions rather than move to the new one? Picture courtesy of Pixabay. Flipping & Turning Through New Rules I was reading an issue of Flipping & Turning (an online magazine for Advanced Dungeons & Dragons...
  16. lewpuls

    Worlds of Design: Games vs. Novels - Part 2

    Picking up where we left off in the first article in this series, we review how games differ from novels in points of view, climax and denouement, multiple related stories, "story machines," and the vagaries of chance. Picture courtesy of Pixabay. We previously discussed how opposed-game RPGs...
  17. lewpuls

    Worlds of Design: Games vs. Novels - Part 1

    There’s a big difference between novels and role-playing games. If you want to to make the RPG much like a novel, you remove it from the realm of “game”: that is, something that you can fail at/lose, something where the opposition is dangerous. Picture courtesy of Pixabay. Not the Obvious...
  18. lewpuls

    Worlds of Design: Monsters Can Be Leaders Too

    The older I get, the more battles I study, the more I recognize how important leadership is to success, whether of a nation, an army, a business concern, or an adventuring group. Picture courtesy of Pixabay. The Importance of Leadership I was once again reading Xanathar’s Guide to...
  19. lewpuls

    Worlds of Design: WANTED - More Game Masters

    There never seems to be enough game masters to go around, a problem that’s been around for as long as the hobby has existed. So what do we do about it? Picture courtesy of Pixabay. Game Mastering is Work There’s a long-term trend to reduce the burdens of game mastering so that there are more...
  20. lewpuls

    Worlds of Design: Human vs. Superhuman

    The second season of The Mandalorian helped me realize that functional versus emotional modeling applies to both Star Wars and tabletop role-playing games. Photo by Michael Marais on Unsplash Functional vs. Emotional Modeling in RPGs When you want to model a particular character (in Dungeons...
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