Archive for 'RPG theory'
The Fear of Unfun
There has been a bit of chatter about the Tyranny of Fun1 that has come to dominate the design of D&D. I have some sympathy for those on both sides of the argument. Chatty points out that it injects more incendiary material into the edition wars. I agree that demonising fun is stupid.
On the other [...]
Posted: October 11th, 2008 under RPG theory.
Tags: 3e, 4e, AD&D, D&D, edition wars, everyone is awesome, Fear of Unfun, Gygaxian naturalism, no guarantees in life, scarcity, Tyranny of Fun
Comments: 15
Care and feeding of sacred cows: Random encounters
I’m not really starting a series, just echoing the title of J.D. Wiker’s post Sacrificing Sacred Cows: Random Encounters. I really like random encounters and the events they precipitate, and I have to take issue with the points against that he makes.
“Random” means the GM literally doesn’t have any control over what happens from encounter [...]
Posted: September 25th, 2008 under RPG theory, World building.
Tags: D&D, encounter level, grid, miniatures, pacing, play style, railroading, random encounter, resource management, sacred cow, sandbox, tool, wandering monster
Comments: 6
Innocence is bliss, sorta kinda
I ran a game of D&D 4th edition shortly after the books were released, and I badly mangled that abortive campaign.
I want to say that the books made me do it, and I have good reason to think so, but the blame is mine for letting them. Let me explain.
If you’re a roleplayer today you [...]
Posted: September 14th, 2008 under RPG theory.
Tags: 4e, critical theory, fun, gamemastering, innocence, rules, system
Comments: 12
Tommi Brander’s Cogito, ergo ludo
I’ve just started reading Tommi Brander’s blog, Cogito, ergo ludo. So far I’ve found Tommi to be a consistently engaging writer and an imaginative roleplayer. His homebrewed persistent fantasy roleplaying system looks intriguing, but I think I’d need a pile of designer’s commentary to successfully digest it. I do like the goals of the system [...]
Posted: September 8th, 2008 under RPG theory.
Tags: blog, improv, preparation, recommendation, system, thinking, writing
Comments: 1
Why it’s not insane to like Rolemaster
Recently I was reading the Creative Commons version of Clinton R. Nixon’s The Shadow of Yesterday. That he chose to release it under an open license is awesome, and though I could write about that I’m more interested in an aside he buried in the game.
Note that this is from an older version of TSoY, [...]
Posted: September 4th, 2008 under RPG theory.
Tags: conflict, Creative Commons, diversity of play, Hârn, reward, The Shadow of Yesterday
Comments: none
What’s wrong with alignment
My recent return to 1st edition AD&D has been illuminating. Re-reading the books now, I realise that much of what I thought was “wrong” with the game then was a product of my immaturity, both as a person and as a gamer and GM. I’ve been a D&D player of various editions after AD&D, and [...]
Posted: September 4th, 2008 under RPG theory.
Tags: 1e, 2e, 3e, 4e, AD&D, alignment, behaviour, D&D, Gygax, OD&D, old school, roleplaying
Comments: none
The importance of the rules
[Rules] help ‘inspire’ things you might not create on your own. — Fang Langford
I always intuitively felt that D&D, as a game of creative imagination, was intensely flavoured by its rules. I didn’t really understand what this intuition meant when I was a high school–aged DM and I was trying to figure out why I did and [...]
Posted: August 8th, 2008 under RPG theory.
Tags: 4e, Blue Planet, D&D, fiction, flavour, rules, shock, system matters
Comments: 4
Old school gaming
Old school gaming gets defined differently depending on who you ask.
The two most common definitions—that an old game is “old school”, or that the earliest edition of a ruleset is “old school”—aren’t what do it for me. I don’t think that Everway is old school, nor do I think that 1st edition Vampire: The Masquerade [...]
Posted: August 7th, 2008 under RPG theory.
Tags: old school, play style, primer
Comments: none
Skill systems aren’t always a good idea
Just last week Microlite74 was released. It’s a d20 variant designed to have modern rules (based on Microlite20) that enable an old-school play experience. It manages to get character creation, task resolution, spells, and more than 80 monsters into a mere 4 pages!
But my purpose in posting is to quote this paragraph on skills in [...]
Posted: August 5th, 2008 under RPG theory.
Tags: d20, fiction, imagination, mechanics, Microlite20, Microlite74, old school, skill system, skills
Comments: none
