The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Lew was Contributing Editor to Dragon, White Dwarf, and Space Gamer magazines and contributed monsters to TSR's original Fiend Folio, including the Elemental Princes of Evil, denzelian, and poltergeist. You can follow Lew on his web site and his Udemy course landing page.
Worlds of Design: “Old School” in RPGs and other Games – Part 2 Rules, Pacing, and Non-RPGs For me, the difference between Old School and anything else is not in the rules, but in attitude, as described last time. Yet the rules, and the pacing, can make a big difference; parts 2 and 3.
For me, the difference between Old School and anything else is not in the rules, but in attitude. Is failure, even losing, possible, or is it not? Is it a game, or is it a storytelling session?
If you’ve GMed a long-standing campaign where players reached fairly high levels, you may have run into problems of too much magic, or of too many low-powered magic items (such as +1 items) in the hands of the heroes. What to do?
When I first saw D&D, I was in my Diplomacy playing phase. That’s a game with no dice, no chance mechanisms at all, but with lots of uncertainty owing to 7 players and simultaneous movement (which can involve guessing enemy intentions). I said, “I hate dice games” and that was it. But not long after (mid-1975), I played D&D at a game convention and loved the possibilities despite the dice.
I often compare fiction writing and publishing with game designing and publishing. They’re similar creative efforts in many ways, especially in tabletop and in the lower ends of video games where you can have one person creating the game.
This is a broader question than just RPGs but the same arguments apply. It’s important for RPG designers, for consistency and to avoid immersion-breaking, but it’s probably not important to players.
What makes an RPG a tabletop hobby RPG? An RPG, as we talk about them in the hobby, is a human‑opposed co‑operative game. I describe some characteristics.
Part 2. Continuing to describe the “All About Me” style, and asking why it’s popular. It has to do with player (not character) backgrounds, certainly. Is it generational in some way?
I’ve played and GMed FRPGs since 1975, yet I’m sure I’ll never see all the different styles of play that are possible. I describe an immersion-breaking but popular style, “All About Me”, that differs greatly from the cooperative semi-military style.
Although I design board and card games as a business, if I want to play a game for pleasure I play tabletop RPGs. They are naturally co-operative games but with human opposition, more or less unique, because computer RPG “GMs” cannot begin to provide the flexibility and freedom of action that a good human GM offers.
RPG campaigns are social as well as gaming events. Sometimes the GM’s social desires interfere with setting up a campaign. But at the other extreme, people can meet their future spouses via RPGs.
Morale is vitally important in real battles. Units didn’t become hors de combat because most of the unit was dead or wounded, instead their morale broke when there was still a majority able to fight, and they fled. Morale has fallen out of use in RPGs – why?
The video game focus on “boss” monsters doesn’t make sense for tabletop RPGs. Video gamers are disappointed if the climactic monster doesn’t kill them several times; in RPGs, once you die, you (usually) don’t respawn.
Bear with me a while, as the following becomes a lesson for writing stories in RPGs. My wife and I have been watching the HBO Game of Thrones series on DVD. We’re now into the fifth season. Not long ago she started to read the Song of Ice and Fire books (I read them long ago, and only remember major events). It’s interesting to hear how the show simplifies things, and sometimes drops characters altogether, as they must to fit into a “mere” 80 hours*.
Some of you have seen Peter's "Evil Overlord List" from 1996-97. It's "The Top 100 Things I'd Do If I Ever Became An Evil Overlord" such as "Shooting is not too good for my enemies." If you've not read it before, it may help you make your opponents-for-adventurers more effective. It seems only fair that a similar list should exist for the heroes.
With The Making of Original Dungeons & Dragons: 1970-1977, Wizards is going back to the roots of the game, presenting material other histories have not.
For its first book of D&D's 50th anniversary year, Wizards is going big with a multiverse-spanning, multiverse-threatening adventure where players will face off against one of the game’s most legendary villains.
With The Making of Original Dungeons & Dragons: 1970-1977, Wizards is going back to the roots of the game, presenting material other histories have not.