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  1. lewpuls

    Worlds of Design: Battle Maneuvers

    The longer the campaign, the more likely PCs become military strategists. Here’s the basics. Picture by RGodforest - Own work, CC BY-SA 3.0, File:Fire and movement.svg - Wikimedia Commons Welcome to the Big Leagues As an RPG campaign gets longer and longer, characters tend to become important...
  2. lewpuls

    Worlds of Design: Magic, Magic Everywhere

    Are there too many magic items in your campaign? Picture courtesy of Pixabay. “…and a +5 Sword” The nature of fantasy adventure gaming, as set out by the original Dungeons & Dragons, is that the collection of treasure meant acquiring magic items. In earlier versions of D&D, magic items were...
  3. lewpuls

    Worlds of Design: What Should Be in an RPG Book?

    There are lots of books about playing tabletop role-playing games, but what makes a great book about designing one? Picture courtesy of Pixabay. Pros and Cons of Self-Publishing Nonfiction books aren’t what they used to be. My generation saw books as a treasure-trove of information, organized...
  4. lewpuls

    Worlds of Design: Breaking the Fantasy Mold

    Fantasy worlds tend to remind us of medieval Europe in culture, rulership, even geography. Why? Map courtesy of Lew Pulsipher A Long Tradition Tabletop role-playing games have a long traditional of European medieval fantasy, starting with Dungeons & Dragons. While there were occasional nods to...
  5. lewpuls

    Worlds of Design: Here Be Monsters

    Picture courtesy of Pixabay. Maps Are Not Destiny Maps are important to games, and sometimes important to novels, although there are novelists like Glenn Cook who feel that maps restrict their freedom of action too much. I’m a big fan of maps, with a bookshelf full of (mostly historical)...
  6. lewpuls

    Worlds of Design: Making Fun Work

    People play games to be entertained, and most people don’t like to work for their entertainment. But one person’s work can be another person’s pleasure. Picture courtesy of Pixabay. Checkmate When I was 15, I decided to “retire” (as I like to say) from playing chess. Not that I was an...
  7. lewpuls

    Worlds of Design: I, Spy

    As a continuing and ultimately patient activity, spying isn’t a good fit for typical fantasy or sci-fi RPGs. Picture courtesy of Pixabay. Tinker, Tailor, Caster, Spy Spies are an often long-term, frequently large-scale, speculative, form of reconnaissance. Spying is a different form of...
  8. lewpuls

    Worlds of Design: Take a Bow

    Modern archery is more complex than archery in the days of melee battles, with many kinds of bows and shooting aids, but still, in the end, it’s pretty straightforward. Picture courtesy of Pixabay. My wife, a senior citizen as you might expect, recently took up archery as a hobby! This got...
  9. lewpuls

    Worlds of Design: What State is Your State?

    Countries were originally characterized as progressing through several states to “civilized.” This is not in favor today. Picture courtesy of Pixabay. Though not common today, in the 19th century and earlier, scholars and philosophers sometimes proposed stages that every country “naturally”...
  10. lewpuls

    Worlds of Design: A Pretty High Price

    Picture courtesy of Pixabay. Can an overemphasis on attractive art, components, and hardcovers price gamers out of the market? High Quality As the gamer market has matured, we've begun to see board games that are priced at over 60 U.S. dollars or higher. These are luxury products, with more...
  11. lewpuls

    Worlds of Design: A Single Tweak

    Picture courtesy of Pixabay. The Mages of Reality Recently I was re-reading the fictional series Pillars of Reality by Jack Campbell. I classify it as a “young adult” series of six books that’s most science fiction with a little fantasy (mage prophecy) thrown in. I like it a lot if, enough to...
  12. lewpuls

    Worlds of Design: Campaign, Sequence, or One-shot?

    Picture courtesy of Pixabay. We previously discussed the difference between three common ways of playing RPGs; let's explore each in detail. One-Shots (One-Offs) This term may vary depending on your region: American tends to use “one shot” while Brits my more commonly refer to these games as...
  13. lewpuls

    Worlds of Design: How Long is Your Game Meant to Be?

    Picture courtesy of Pixabay. Play of the same RPG rules can turn out quite differently, depending on whether it’s within a one-shot adventure, a sequence, or a campaign. What’s in a Game? Most RPGs were originally designed for long campaigns, not one-off (one-shot) adventures or a shortish...
  14. lewpuls

    Worlds of Design: How Powerful Are Your Gods?

    Picture couresty of Pixabay. What Flavor of God? Are your fantasy role-playing game gods all-powerful, and are they omniscient (they know everything, which implies they are omnipresent as well)? Monotheistic religions tend to have one deity along these lines, but that's not how many of the...
  15. lewpuls

    Worlds of Design: How Subtle is Your Sorcery?

    Game designers of tabletop fantasy role-playing games know that spellcasting is a key part of both the game’s mechanics and the world setting. Which is why it’s important to understand a simple but critical concept in a fantasy world: the noticeability of spellcasting. Not many RPG rulesets...
  16. lewpuls

    Worlds of Design: Consistent Fantasy Ecologies

    Picture courtesy of Pixabay. Every world has an ecology; if you want your fantasy world to be believable, you’ll need to pay attention to how it works: how does each living group fit with all the others and with the world? What might your world design goals be in general? What’s an Ecology...
  17. lewpuls

    Worlds of Design: Water, Water, Everywhere

    This article is about water-related disasters other than drought. All of these natural events pose significant challenges to fantasy medieval societies, both from the wreckage they cause to the long-term effects when water sweeps through an area, possibly bringing monsters and disease. Picture...
  18. lewpuls

    Worlds of Design: The Revenge of the Kludge

    In our previous discussion I explained my perspective on harmony in game design. Now it’s time for the opposite, but sometimes complementary, game design technique, the Kludge. It’s something of an ugly word itself, and that’s not an accident. Picture courtesy of Pixabay. What’s the Opposite...
  19. lewpuls

    Worlds of Design: Harmony

    Harmony and its opposite, the kludge, are fundamental to good game design. Photo by Shubham Dhage on Unsplash What is Harmony in Game Design? The definition of harmony in the context of game design is different from other systems, like music. Harmony is often noted by its absence. Here is a...
  20. lewpuls

    Worlds of Design: The Mastermind

    Every campaign has their Moriarty, Sherlock Holmes’ master criminal. By Moriarty and Holmes at the Reichenbach Falls by Raymond Bell, CC BY-SA 2.0, File:Moriarty and Holmes at the Reichenbach Falls - geograph.org.uk - 5942977.jpg - Wikimedia Commons The Criminal Mastermind The criminal...
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