Worlds of Design

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Game designers: You don’t need bucketsful of dice in your RPG rules!
What is that game supposed to actually DO for the players?
These tactics might save your character’s life
If you’ve played tabletop RPGs long enough, you’ve probably been in an adventure where your party got lost. Yet it’s much less likely to happen nowadays.
We previously covered why training systems were abandoned in D&D. Here's what replaced it.
In AD&D, there was a training requirement to advancement that didn’t reflect how people actually learn. In this column I’ll talk about how the real world works in this context.
There are several Golden Rules, really. These are my three for role-playing games.
Years ago I devised a framework that can be applied to “all” games, to help aspiring designers of board and card games. Let’s see how it applies to RPGs.
For those who prefer "realistic" numbers in RPGs: Inflated numbers of combatants for battles litter history books, derived from wildly inaccurate contemporary histories. We can do much better in figuring out actual numbers.
As a big fan of the old Spelljammer, I really wanted to like the new 5e version. But it doesn’t fix some of the problems of the old version.
Adaptations of any fiction from one medium to another tend to suffer from unnecessary changes, including tabletop role-playing games. Unfortunately, what’s necessary and unnecessary is often a matter of opinion.
Like sports fans, RPGers want consistency of GMs rulings. This is both in the “meta” mode, what characters do aside from adventures, and adventures mode.
A few years ago for an online course about strategic wargame design I devised a list of about a dozen dichotomies between warfare and games. The paradox of wargames is that warfare and games are polar opposites! After writing some 150 “Worlds of Design” columns I decided to do the same for RPGs, relying in part on some of my columns.
If you’re building a full-scale world for your campaign, that will likely involve armies. Let’s discuss what happens in the real world so that you can avoid straining the disbelief of your players.
Most RPG settings have some form of godhood. Yet there are some age-old questions that come into play as you create religions.
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.

This Week in TTRPG


Reviews

Knave 2e offers great resources for any OSR style game.
A great small sandbox for old school gaming.
Increases the magical nature of Shadowdark.
Space stations, pirates, and fungi make a mix of horror and adventure.

Dungeons & Dragons

The UK's Royal Mail is following the US Postal Service in releasing 50th Anniversary D&D stamps.
Tell him no if you like—just be ready for the unexpected if you do.
D&D historian Ben Riggs delved into the facts.
"Largely a new class!"
Give your players some puzzles they can really get a grip on.
Free League’s campaign for The One Ring and Lord of the Rings 5e coming in August

Industry News

DEI grants for publishers and retailers open for applications
Backerkit crowdfunding for new community streaming service is live
The ENNIE Awards are pleased to announce this year's nominees.
A third party may have accessed customer names, emails, IP addresses, and last 4 digits of CC#s

Voidrunner's Codex

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