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  1. lewpuls

    Worlds of Design: Imposter Syndrome

    What is “Imposter Syndrome?” It’s a common problem for “creatives.” In RPGs it primarily applies to game designers, but some homebrew GMs will also recognize it. Picture courtesy of Pixabay. What’s an Imposter? The Imposter Syndrome applies to game designers, but some GMs will also recognize...
  2. lewpuls

    Worlds of Design: Drought!

    I’ve written about plague in world-building, now it’s time to discuss droughts. Extended drought, and consequent famine, is a common major reason for the failure of empires and civilizations. Picture courtesy of Pixabay. What’s a Drought? I’ve written about plague in world-building...
  3. lewpuls

    Worlds of Design: The Plight of the New RPG—Quality of Writing

    Unfortunately, for a long time schools taught that "close is good enough" (for everything, not just language). That attitude results in many errors, and in creators who just don't care about how they write. Further, some English instructors tell students that being precise and following...
  4. lewpuls

    Worlds of Design: The Plight of the New RPG—Quality of Writing

    Thanks for the interesting discussion so far. Freelance RPG editors cannot charge what a professional editor would charge. Because typical RPGs (especially indie) aren't so much professional endeavors as labors of love, where little money is earned. A professional (non-RPG) editor would cost...
  5. lewpuls

    Worlds of Design: The Plight of the New RPG—Quality of Writing

    Some small publisher/self-published RPG rule sets suffer from poor grammar and syntax. Some RPG creators need someone to edit their writing for quality of communication as well, especially for clarity—rules are no good if the reader cannot understand them. Picture courtesy of Pixabay. We Need...
  6. lewpuls

    Worlds of Design: Quality vs. Quantity of RPG Play

    I tend to evaluate games beginning with the assumption that most published games are played only one to three times before gamers move on to the next game. This is a consequence of the thousands of new tabletop games published every year - among other things. Picture courtesy of Unsplash. A...
  7. lewpuls

    Worlds of Design: Making an Adventure “Believable”

    How believable is your world? Or to put it another way, how much must players suspend their disbelief to enjoy the game? Picture courtesy of Pixabay. The second spectrum of game master play styles is about how much or how little the game resembles a believable world. Believability becomes...
  8. lewpuls

    Worlds of Design: Improvising the Adventure

    When it comes to gamemastering, are you focused on improvising the world or making it believable? Let’s discuss the first. Picture courtesy of Pixabay. I like to categorize as a way toward better understanding. Of the two styles, let’s discuss improvisation by the Game Master in making...
  9. lewpuls

    RPG Evolution: Tips for Reviewers

    "Expectations" for a particular product should have nothing to do with reviews. Far too many people start with unreasonable expectations. Your expectations of what such a product should be, do matter. As long as you're explicit. My take on reviewing is an ordinary post, but I confess I'm not...
  10. lewpuls

    Worlds of Design: Playtest Your Games

    It’s one thing to write for RPGs and another to write RPG rules. And one of those differences is playtesting. Picture courtesy of Pixabay. That’s Fast! There are role-playing game writers who can churn out over 2,000 words a day. That’s three “Worlds of Design” columns a day, including...
  11. lewpuls

    Worlds of Design: Peaceful Solutions to Violent Problems

    How can we provide non-violent means of resolving conflicts with monsters and NPCs in RPGs? Picture courtesy of Pixabay. Recently I noticed a discussion online about the percentage of time spent in combat in RPGs. Many felt that in D&D, most of playing time is spent in combat. With war...
  12. lewpuls

    Worlds of Design: The Destination, Not the Journey?

    Leveling is an integral part of fantasy role-playing games in all its forms RPGs, but it wasn't always that way. How did we get here? Picture courtesy of Pixabay. Video Game Levels Computer role-playing games (CRPGs) have their roots in tabletop games, as established by the original Dungeons...
  13. lewpuls

    Worlds of Design: Plot Twists vs. Deux Ex Machina

    Plot twists in a story can surprise the reader, but they need to be believable, to derive from what came before. Deux Ex Machina, on the other hand, is poison, breaking immersion and possible annoying the players. Picture courtesy of Pixabay. When I GM I don’t plot stories for players to...
  14. lewpuls

    Worlds of Design: Stages of Your Hero's Journey

    In RPG campaigns the characters often move through several stages of life as they increase their capabilities (and responsibilities). We don’t see this in one-shot adventures, yet distinct stages generally improve game designs. Picture courtesy of Pixabay. One-Shot vs. Campaign Many RPG...
  15. lewpuls

    Worlds of Design: Heroes … Made or Born?

    Where do heroes come? Some are destined from birth to be heroes, while others rise to the occasion. Your RPG system of choice likely determines which you get to play. Picture courtesy of Pixabay. Fantasy stories range from nearly-idealistic high fantasy to gritty realism (such as Glenn Cook’s...
  16. lewpuls

    Worlds of Design: To Design or Publish?

    Tabletop game publishing is a big step to take, but the reality is it's very difficult for an unknown designer to get a game accepted by an established publisher. So what’s a designer to do? The accompanying diagram is a graphical reflection of a tweet from Owen K. C. Stephens. You can read...
  17. lewpuls

    Worlds of Design: 5 More Military Strategy Tips for Your PCs

    This is a continuation of a discussion from last time. Remember, strategy is what you do long before a battle takes place, and tactics is what you do in and during a battle. But I'm not going to differentiate between those two as we talk about the various gameplay tips because it's not necessary...
  18. lewpuls

    Worlds of Design: Military Strategy Tips for Your PCs

    Want to survive in the very hostile world of tabletop role-playing games? These tips drawn from military strategy can help. Picture courtesy of Pixabay. These Tips Are Not for Everyone If your game is about storytelling, it’s possible these tips won’t apply. Furthermore, many RPG sessions are...
  19. lewpuls

    Worlds of Design: A Playtesting Framework

    What are we looking for when playtesting a (tabletop) game we have designed? That is, what tells us it might be worth pursuing further? I am going to generalize here to most tabletop games, since RPGs are a category of tabletop. Picture courtesy of Pixabay. Interesting Game Decisions I was...
  20. lewpuls

    Worlds of Design: The Importance of Self-Consistency

    Internal self-consistency, creating stories that fit together and make sense, is critical if you want your players to be immersed in your game. Picture courtesy of Pixabay. Please Note: This article contains spoilers for John Carter. “A Miracle Occurs” Today my topic is internal...
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