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Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
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.
The science fiction default setting is less clear than the “Late Medieval plus some Tolkien” fantasy default, but let’s talk about it.
Should you create an elaborate backstory for a character or should the character’s adventures tell their own story?
Introducing flight to your fantasy battles? There are serious consequences for how it will affect your world.
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.
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."
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.

This Week in TTRPG


Reviews

Play a vampire and kill nazis in WW2!
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.

Dungeons & Dragons

Alternate Player's Handbook cover art by Wylie Beckert.
Get in, nerds—we’re going to Curdello.
Here are a few more tidbits from Game Informer's magazine coverage of the new edition's rulebooks.
Art by Dmitry Burmak.
Dungeon Master’s Guide contains a sample setting—and that setting is, indeed, Greyhawk.
Game Informer has revealed the cover to the 2024 Player’s Handbook.

Industry News

D&D-powered cartoon fun from Cryptozoic Entertainment.
Developer tool released under Open RPG 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!
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