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.
What are we looking for when playtesting a (tabletop) game we have designed? That is, what tells us it might be worth pursuing further? I am going to generalize here to most tabletop games, since RPGs are a category of tabletop.
I recently saw a musical analogy for my board game Britannia that made me think about a related analogy to explain opposed games versus puzzles, and further, RPGs. Let’s have a go.
In the first article we discussed the definition of a barbarian. In the second, we discuss ways that barbarians might factor into a setting or campaign.
Hard magic systems have clear rules about how they work; they are predictable. Soft magic has no clear “system” and tends to lack any kind of connection between one spell and another—more or less random, certainly chaotic.
While the typical monumental defensive wall is much less impressive than the Great Wall we see in photographs, they did serve a purpose, and many were built. How might they fit into a fantasy world?
Use of stratagems goes back at least as far as Odysseus and the Trojan Horse. Fans of Glen Cook's "Black Company" series about a fantasy mercenary company will recognize their preference for stratagems over a straight-up battle.
Making a Tolkien-like history for a game can beself-indulgent if you let it get in the way of the game. Making it for written stories is something else entirely.
I’ve always thought that combat-oriented Dungeons & Dragons-style tabletop role-playing games become less fun to play as characters reach double-figure levels of power. Here’s why, and how to fix it.
Fantasy role-playing games, like the Star Trek television series, can sometimes suffer from a lack of differentiation between humanoid species with only slight tweaks to their appearance.