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.
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.
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.
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.
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.