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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.
Picking up where we left off in the first article in this series, we review how games differ from novels in points of view, climax and denouement, multiple related stories, "story machines," and the vagaries of chance.
There’s a big difference between novels and role-playing games. If you want to to make the RPG much like a novel, you remove it from the realm of “game”: that is, something that you can fail at/lose, something where the opposition is dangerous.
The older I get, the more battles I study, the more I recognize how important leadership is to success, whether of a nation, an army, a business concern, or an adventuring group.
There never seems to be enough game masters to go around, a problem that’s been around for as long as the hobby has existed. So what do we do about it?
The second season of The Mandalorian helped me realize that functional versus emotional modeling applies to both Star Wars and tabletop role-playing games.
Plagues have made a big difference in world history, and may in your fantasy world. In the course of studying military and diplomatic history over most eras I’ve encountered a lot about this frighteningly frequent occurrence.
I’m going to describe an analogy between Dungeons & Dragons character classes and American football positions (for the basics, check out this article). I've done this just for fun, though it's also useful if players think this way because it will encourage them to cooperate.
Hector Berlioz, the 19th century French composer, said “every composer knows the anguish and despair occasioned by forgetting ideas which one had no time to write down.” Just as Abraham Lincoln thought “No man has a good enough memory to be a successful liar,” no one has a good enough memory to remember all of their game ideas.
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."
I’m going to briefly describe the two major strategic doctrines of warfare, which can be oversimplified to “fight vs maneuver,” then try to apply them to the mostly-tactical nature of many RPGs.
It’s a daunting task to try to define and characterize a segment as large and diverse as tabletop role-playing games in just a few words. But here goes.
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.