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Travis Miller's Blog About Sword & Sorcery Fiction and Classic Fantasy Adventure Gaming

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Category: design theory

Emotion Fuels the “RPGs are Stories” Myth

On November 9, 2023June 10, 2024 By Travis MillerIn assumption busters, design theory, musings12 Comments

I hypothesize that one of the reasons the "collaborative storytelling" claim persists is that both RPGs and stories produce powerful emotions. Stories and games can feel the same or at least very similar. This makes them seem like the same thing but they have a crucial difference.

Why Focus on Player Emotions in Tabletop RPG Design?

On November 2, 2023October 3, 2024 By Travis MillerIn design theory, game mastering advice, musings10 Comments

Role-playing games are unique for their capacity to evoke a wide range of emotions, profoundly influencing players' decisions. This emotional aspect makes role-playing games memorable and engaging. The most successful game designers focus heavily on triggering these emotional responses.

Game State, Story, and The Truth

On September 21, 2023January 10, 2025 By Travis MillerIn design theory, game mastering advice9 Comments

Games answer questions. Stories answer questions. Games and stories answer questions in different ways. The game state taught me how they are different.

What is the Game State?

On September 14, 2023September 23, 2025 By Travis MillerIn design theory, game mastering advice8 Comments

Putting my focus on the current "Game State" refined the way I think about and run role-playing games.

Subtleties of “Rulings, not Rules”

On July 13, 2023August 28, 2025 By Travis MillerIn design theory, game mastering advice7 Comments

Most of the time, old school referees use the rules and not all the rules are written.

Make Good Rulings

On June 22, 2023November 27, 2024 By Travis MillerIn assumption busters, design theory, game mastering advice10 Comments

In this essay, I'm going to clear up why good rulings are not arbitrary and offer you some suggestions about how to make a good ruling.

When Did “Old School” Dungeons & Dragons Become “New School” Dungeons & Dragons?

On June 15, 2023January 19, 2024 By Travis MillerIn 5E, design theory, game mastering advice, musings11 Comments

What is the point in time and design ethos when "new" D&D becomes fundamentally different from "old" D&D?

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Travis Miller

I write about tabletop role-playing games, sword-and-sorcery fiction, storytelling, and heavy metal. 

The friendships I’ve forged while playing adventure games, listening to heavy music, and sharing stories saved my life and made it worth living.  

I live in a suburb of Cleveland, Ohio. America’s most underrated city.

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Cover of a a roleplaying game product titled "Hogwater: Village of Secrets" by Travis Miller


Hogwater: Village of Secrets is a starting location for a sandbox campaign. It includes everything you need to begin a campaign while still having the space to add your favorite old school modules or build your own. There are factions, non-player characters, unique monsters, locations, and a series of pre-written hooks for you to introduce players to the village of Hogwater and its troubles.

Immortals Inc, one of Cleveland's best Friendly Local Game Stores, keeps signed copies of Hogwater in stock. They ship to locations inside of the United States or you can pick it up yourself if you happen to be in the area. Great shop and great people. I also run special events and appear on their YouTube channel from time to time.

Buy Hogwater on Lulu in Print. Send me the receipt and I'll send you a PDF for free.

Buy Hogwater in PDF on Lulu

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