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  1. lewpuls

    Worlds of Design: The Benefit of Experience

    This is a discussion of how one decision in game design can make so much difference in how everything works. In this case we’re talking about RPGs, specifically how experience points (XP) are awarded. What are the consequences of using one method or another (or a combination)? Picture courtesy...
  2. lewpuls

    Worlds of Design: Baseline Assumptions of Fantasy RPGs

    Does anyone know of a writer or critic of fantasy fiction who has created detailed categories of setting that gamers could use? Starting with sword & sorcery, high fantasy, low fantasy, and the like, but getting more detailed? It would be interesting to see. Literacy and Education ranges. Good...
  3. lewpuls

    Worlds of Design: Baseline Assumptions of Fantasy RPGs

    You can write a set of fantasy role-playing game (FRPG) rules without specifying a setting, but there’s a default setting assumed by virtually every FRPG. Moreover, some rules (e.g. the existence of plate armor, and large horses) imply things about technology and breeding in the setting...
  4. lewpuls

    World of Design: The Lost Art of Making Things Up

    In a previous article I shared differences between entertainment media and how it feels imagination is less often required of people today. What changed? Picture courtesy of Pixabay. The most important thing that we've ever learned--the most important thing we've learned as far as children...
  5. lewpuls

    Worlds of Design: The Chain of Imagination

    The editor has retitled the column, which has focused attention on the chain of imagination rather than on the weakening of imagination (this is "Imagination in games (and how it's disappearing)" part 1 of 2 parts). Yes, I was looking at it purely from the user's/consumer's point of view, not...
  6. lewpuls

    Worlds of Design: The Chain of Imagination

    In this article I try to rank forms of entertainment, including tabletop games, in how much imagination is needed and why they don’t always translate across different types of media. Picture courtesy of Pixabay. Tabletop RPGs rely heavily on imagination, and many video game genres derive from...
  7. lewpuls

    Worlds of Design: How RPG Tools Have Changed

    I was telling my wife about GoDice (which immediately record their results electronically on an app), when she suggested an article about how RPG playing tools have changed since D&D was released. This will mostly be about dice and dice rolling, of course. Early Changes to Rolling Early...
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    old-record-video-film-shop-4642424_1280.jpg

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    ideas.jpg

  10. 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...
  11. 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...
  12. 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.
  13. 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...
  14. 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...
  15. 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...
  16. lewpuls

    Worlds of Design: When Technology Changes the Game

    That one is coming up quite soon, actually
  17. 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...
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    RPG terrain.jpg

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    4 by 3 foot wall tile with tile pieces.jpg

  20. 3D printed dice towers.jpg

    3D printed dice towers.jpg

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