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  1. lewpuls

    Worlds of Design: What's Your Style?

    Yes, it is a way of looking at competitive play, not story-oriented or other types. It was devised long ago to explain play of opposed board games (not parallel competitions). For RPGs, YMMV a lot.
  2. lewpuls

    Who Playtested This Anyway?

    I'm going to have to disagree. Playtesting, often widespread playtesting, was common in board games long before that became common in the video game industry. And when the video game industry playtested, it tested for bugs, for ways that the softrware didn't work as intended, rather than for...
  3. lewpuls

    Worlds of Design: The Core of the Adventure

    Had not heard of Five Room Dungeons (no, not anything of mine). After some reading: it seems more like a limited version of The Hero's Journey than like core adventures: how to organize a dungeon crawl, not "what adventures arise from." Certainly interesting, though.
  4. lewpuls

    Worlds of Design: The Core of the Adventure

    I was editing an old (1984) adventure I’d written, in order to include it in reprints of my articles from back then, when it occurred to me that adventures often have particular cores, a particular “something” that makes them go. The idea is to build the adventure around the core. It’s “the...
  5. lewpuls

    UK Games Expo Attendance Up 18%; Maintains World #3 Spot

    We might by old courtesy call GenCon a tabletop game convention, but with film, writing, comics, cosplay, video games, it's really a "story convention", not a game convention. The others have little that isn't tabletop games.
  6. lewpuls

    Worlds of Design: Citing Your Sources

    In the early 1980s I wrote a column in Dragon Magazine called “The Role of Books.” I described nonfiction books so that Dragon readers could decide whether to read them as a source of ideas. But people have changed how they their ideas and inspiration. Keep in mind this was only a decade...
  7. lewpuls

    Worlds of Design: RPGs in Just Six Words

    I suspect Jeffro thinks of it as six things you need to put together an adventure, not six categories or six essential aspects of the setting. Yes, six words is a versatile way to think of things, because there are so many ways to use it. I was trying to narrow it down to description.
  8. lewpuls

    Worlds of Design: RPGs in Just Six Words

    Thanks, folks. My wife and I enjoyed many of the amusing attempts.
  9. lewpuls

    Worlds of Design: RPGs in Just Six Words

    How much detail do you need to know to run a particular setting in FRPG? Some settings have about the detail level of comic books, some are more detailed such as Edgar Rice Burroughs' Barsoom novels or Lord of the Rings (LOTR), some have settings as detailed as the Game of Thrones show. Can you...
  10. lewpuls

    Worlds of Design: Why Would Anyone Write a RPG?

    Commercial RPGs have existed for some 45 years. Where RPG ideas are concerned, there's not much new under the sun. Then why do people keep writing new RPGs? It's a LOT of work, even if you don't do it well. I think of composer Sir William Walton's remark after writing his only opera: "don't...
  11. lewpuls

    A Guide to RPG Freelance Rates: Part 2 (Layout, Illustration, and Cartography)

    I've seen people suggest you look for student artists on large college campuses. They're not quite professionals yet, and need the credits. (But please, don't try to persuade them to do it for free "for the exposure".) I understand that actually getting freelance artists to deliver what they've...
  12. lewpuls

    A Guide to RPG Freelance Rates: Part 1 (Writing and Editing)

    An interesting calculation: according to what I've read, pulp writers (who wrote in VOLUME) in the thirties made 1 to 2 cents a word. But with inflation of 2453.3% since 1935, 1.5 cents a word becomes 25.5 cents. (Inflation Calculator). Yet several years ago, freelancers I talked with said 5...
  13. lewpuls

    Worlds of Design: What's Your Style?

    You may benefit, as a GM, from understanding where your players stand in the spectrum from Romantic to Classical game player. The terms derive from music and philosophy. I discussed one point of view about game playing styles in an earlier column ("Different look at playing styles"). This one is...
  14. lewpuls

    Worlds of Design: What Game Designers Need to Know About IP

    It is virtually impossible to protect game ideas, but virtually no idea is new. On rare occasions someone deliberately copies someone else’s game, but game designers cannot worry about this: they have to talk to publishers, funding sources, and other people about their games. Photo courtesy...
  15. lewpuls

    Worlds of Design: The Four Stages of Magic - Part 3

    Now that we've established the four stages of magic, here are some questions to ask yourself as you design your campaign world. You can read parts 1 here and 2 here. Art, Craft, or Science? First, is magic an art, a craft, or a science? If an art, there may be few practitioners, but some few...
  16. lewpuls

    Worlds of Design: The Four Stages of Magic - Part 2

    The idea that there are natural stages that derive from use of magic is not new. Laying out the stages can help a lot when you’re creating a fantasy setting. Part 2. You can read Part 1 here. Sourced from Pixabay. Senility The fourth stage, Senility or Decadence, is depicted in Larry...
  17. 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...
  18. 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...
  19. 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...
  20. 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...
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