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Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
We previously established the fundamentals of world-building; with a world’s basic rules down, it’s important to consider how you get around in that world. And travel was very different (read: slower) in a medieval setting.
When I first saw D&D I said “I hate dice games.” But I discovered that it wasn’t a “dice game,” played properly. It is a microcosm of Life: do everything you practically can to avoid having to rely on a die roll to save your bacon. You won’t always be able to, but you can minimize the number of times you have to life-and-death “roll dem bones.”
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.
If GMs (and game designers, and gamers) understand “the odds” they will be able to make better choices and understand why some things happen in their games - and some don’t.
A problem that I have in GMing RPGs, and I imagine a lot of other people have, is reluctance to kill characters that players have become strongly attached to. I'll describe my evolution in how I have dealt with this.
Let’s talk about methods of generating RPG characters, both stochastic and deterministic.
When I started playing Dungeons & Dragons (1975) I had a clear idea of what I wanted to be and to do in the game: fight evil. As it happened, I also knew I wanted to be a magic user, though of course I branched out to other character classes, but I never deviated from the notion of fighting evil until I played some neutral characters, years after I started.
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...
30-some years ago I wrote an article "My Life as a Werebear" (in White Dwarf #17) that provided rules for player character monster species such as blink dog packs and giants. Nowadays we take having many playable species in fantasy role-playing games for granted. But that variety can make for a much more interesting game ... in moderation.
A GM once described a game that was going along the way he wanted until one of the players asked if he could shoot his magic missiles from his groin! According to the GM, the game collapsed into silliness after that. How do you maintain a serious game and not have it become dominated by silliness?
Some people think that every character class must be equally balanced with every other class, but why is that necessary? Are they competing with the other players in a co-operative game?
I've been talking about good ways to devise RPG monsters for tabletop games (See "Just Say No to Boss Monsters"). In the previous installment we covered the unknown, unusual characteristics, monsters that cooperate, and critters with combined characteristics. But there are many other ways to surprise your players with monsters, ranging from misdirection to item-stealers to relentless hordes.
Many people try to design really tough monsters for RPGs, but that’s often a consequence of the boss monster mentality, suitable for computers, not tabletop. I like to focus on surprising the players, and here’s how.
At a recent “GMs meeting” someone posed this question: What do you do if you’ve allowed a player to acquire something that way overbalances the campaign?
The Mighty Jingles (on YouTube) described what he really disliked about Far Cry 5 New Dawn (video game). The game took away player control at vital junctures. I wonder how often this happens in RPGs, and offer some reasons why it does. With a poll!

This Week in TTRPG


Reviews

With The Making of Original Dungeons & Dragons: 1970-1977, Wizards is going back to the roots of the game, presenting material other histories have not.
Put the players within spitting distance of the fall of House Atreides and the rise of Muad’Dib.
For its first book of D&D's 50th anniversary year, Wizards is going big with a multiverse-spanning, multiverse-threatening adventure where players will face off against one of the game’s most legendary villains.
A great monster book on its own but also useful as a supplemental guide to pre-existing fantasy worlds.

Dungeons & Dragons

Hasbro will update the project and pitch to other networks and streamers
With The Making of Original Dungeons & Dragons: 1970-1977, Wizards is going back to the roots of the game, presenting material other histories have not.
The 2024 DMG cover has been revealed by the UK's Mirror newspaper.
For the small price of accepting a bit of healing from its quirky host you too can stay in this aged and storied temple.
Gold dragons no longer have wings--just like they used to be!
Hasbro CEO plays in an Eastern Adventures D&D campaign.

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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