A quick recommendation to check out a great YouTube video about why RPGs are not Storytelling
Category: design theory
What is the Essential Experience of Dungeons & Dragons?
I use the word "experience" a lot in my writing. It's one of those words I find useful but troublesome. Like the word "fun", it is vague and full of underlying assumptions. One dictionary definition of experience is "an event or occurrence that leaves an impression on someone." An experience isn't merely an event or …
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What Makes a Good Encounter?
Modern game designers talk about mechanics or storytelling when they talk about encounters. I have a different approach that goes to the root of why we play.
What Is An “Encounter” In A Classic Adventure Game?
Encounters are the basic unit of play in a roleplaying game. Understanding what makes up an encounter is fundamental to game mastering and adventure design.
Role-Playing Games Do Not Emulate Genres
A phrase commonly used in conversations about role-playing games is "genre emulation." One might say that Call of Cthulu emulates Lovecraftian cosmic horror or Feng Shui emulates Hong Kong martial arts action films. Role-playing games do not emulate a genre. Role-playing games are one of many mediums that makes up a genre. A RPG is …
How Do I Keep Players From Ignoring Adventures In My Sandbox Campaigns?
One of the biggest challenges for a sandbox campaign is getting players to engage with adventure locations. Set up and run the campaign correctly, and this challenge goes away.
Evoking Emotion in Classic Fantasy Adventure Games
My number one priority as a game master is to create a gaming experience that produces strong bonds of fellowship in the game group. This essay is about how I tap into a variety of emotions in an effort to build deeper relationships between the players.
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