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...

This Week in TTRPG


Reviews

You won't survive this tragedy of doomed heroes!
A new spin on a retro form of text adventure games.
A one-shot adventure which evokes the generational horror of Stephen King.
A beginner adventure written by comics writer Jim Zub.

Dungeons & Dragons

Developer tool released under Open ROG Creator (ORC) License.
A WizKids miniature reveals the iconic character's face for the first time.
SRD 5.2 will be released under Creative Commons next year.
Garr is obsessed with proving that he’s better at it than you are—no matter what it is.
New individual-packed unpainted minis available for pre-order
The full table of contents leaked by YouTuber 'Gamemasters'.

Industry News

Developer tool released under Open ROG Creator (ORC) License.
SRD 5.2 will be released under Creative Commons next year.
One of only two TTRPG creators with four separate million dollar Kickstarters!
Passes the million dollar mark with just a day to go.
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