Worlds of Design

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The science fiction default setting is less clear than the “Late Medieval plus some Tolkien” fantasy default, but let’s talk about it.
In the first article I outlined some rules of thumb I think are important to keep in mind when designing games. Here's a few more.
There are plenty of rules for game designers and even more for role-playing games. Listed here are principles, extreme likelihoods, and observations of behavior, including some "laws."
Even self-proclaimed “Futurists” and science fiction authors have weak track records in forecasting the future, and I’m neither! In this concluding part, I discuss trends in actual play, and in the economics of RPG publishing.
This is approximately the 100th “Worlds of Design” column, so a good time to consider the future of role-playing games. In this column I’ll talk about the connection with computers, and in Part 2 I’ll talk about actual play and about the economics of the hobby.
The way heroes are portrayed has changed. Multimedia previously positioned heroes as muscle-bound monsters or barely-clothed sirens. Things have changed for the better, and it affects how we think of our characters in role-playing games.
In my previous article we discussed technological differences; this article focuses on cultural differences. Perhaps the cultural differences aren’t as clear in one’s awareness, but can be very important and just as far-reaching. Don’t underestimate culture!
Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which is hard to do. Please Note: This article contains spoilers for the Blood in the Stars and Star Wars series.
We continue our “beginners notes” for world building, answering questions ranging from the gods to magic to transportation and communication.
If you want to make up your own adventures, your own campaign, instead of using something someone else wrote, then sooner or later you’ll need to approach world building. This is “beginners notes” for world building, it's not comprehensive. It's primarily for gamers, but much of it applies to fiction writers too.
What part does creativity play in game design? Novice game designers often have a confused idea that game design is all about creativity, which is very far from the truth. Creativity is important, but a small component of game design. Most of the work involved in designing the game is fairly straightforward thinking and problem solving. This is not to say that it's easy, but it does not...

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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

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