Jennell Jaquays, one of the great designers and artists of tabletop role-playing games, died yesterday, January 10, 2024. A lot of old schoolers gush about the The Caverns of Thracia and Dark Tower. Those are good adventures but some of Jennell's other works have been far more important to me.
Tag: dungeonsanddragons
The Dumbest Question in Dungeons & Dragons Fandom
There is a particularly dumb question that has caused more fights in Dungeons & Dragons fandom than any other. I do have an answer to the question but it's probably not the answer most querents expect.
How I Make Rulings About Basic Adventuring Skills
Classic adventure games don't have a lot of skills that are included in the rules. Some skills and knowledge are assumed. I tend to give a lot of leeway when it comes to common tasks.
Politics Is Not Fun
Some gamers incorporate their political views into their tabletop roleplaying game hobby. I don't like it. It ruins the fun. Even worse, it ruins the possibility of fun.
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.
Emotion Fuels the “RPGs are Stories” Myth
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?
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.
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