So you may have noticed that our game about the Chinese elements includes an extra, sixth element, for some reason. Allow me to explain.
Monday, April 28, 2025
Saturday, March 22, 2025
Urban Gameplay Part 6: Concrete Jungle Gyms
Pssst! If you're coming here from the Glatisant, Part 1 is here!
I sure do talk a lot about the needs of "simulation," huh? Truly the least interesting approach to design. But my defense of simulationism is a topic for another day. Instead, I want to make sure we enter into this grand conclusion agreed on something more important: simulation isn't worth much without gameability. It doesn't matter if you've created a settlement that's accurate to some standard of "realism" if it isn't also fit for play. That is the theme of this final part of our long series.
To be honest, Part 5 wasn't exactly revolutionary. There's more than enough advice and resources out there to help you stock your settlements with detail.
To me, the far greater obstacle is getting your prep into action. It's all too easy to spend lots of time creating great material, only to watch it go unused during the session for reasons you don't quite understand. This is my attempt to systematically attack that problem and understand how to avoid it.
Friday, March 21, 2025
Urban Gameplay Part 5: Breaking Ground (without breaking your back)
Does this guy have any actual solutions for us? Of course I do! I'm not just here to poop parties! But first, we must once again return to the ancient wisdom: the difference between game design and level design.
Thursday, March 20, 2025
Urban Gameplay Part 4: Megacities (aren't always the answer)
Ready for a major departure from everything I've been arguing in this series so far?
Blades in the Dark, Magical Industrial Revolution, Electric Bastionland, Guildmaster's Guide to Ravnica, Oz, Hex. Megacity campaigns. In each of these games / settings, there's a single, massive settlement that serves as the centerpiece of the whole campaign. That means the designers had the burden of ensuring that their city has a lot of depth and detail. Enough mileage to carry 20+ sessions all by itself. If you're reading this post right now because you also want to run a megacity campaign, then I recommend you read those books and plunder greedily. They are chock full of awesome ideas. I'm going to highlight some of them.
Wednesday, March 19, 2025
Urban Gameplay Part 3: Maps (usually aren't useful)
Credit: Mike Schley
Whether it's a pre-rendered map or a resource for creating your own, the idealized city map for D&D is usually assumed to be lushly illustrated, showing the exact layout of streets and buildings in meticulous and precise detail. This is, of course, based off of the flawed assumptions I addressed in Lesson 2: that cities are meant to be crawled.
But once you know that adjudicating movement street-by-street is a bad way to run the game in most circumstances, that also means that the level of detail in those maps isn't actually of much practical use to you.
Tuesday, March 18, 2025
Urban Gameplay Part 2: Crawling (is not the answer)
Credit: Ralph Horsley
So you're trying to make your ultimate citycrawl procedure anyway. And right there, you've already run into the second problem. You assumed that it should be a "crawl" procedure, one that's built around incremented movement decisions. The classic blunder.
Why is this a bad idea? Well, it could be for one of two reasons.
Monday, March 17, 2025
Urban Gameplay Part 1: the Search for the Holy Grail (is futile)
Alternative series title: My (Frequently Tested, Yet Still Dubious) Theory of Urban Gameplay
Apparently it's been too long since I last wrote about settlements in D&D (and similar games). I've certainly written a lot on the subject in the past, but the whippersnappers have been discussing it lately and, by golly, I have wisdom aplenty to share.
Anyway, the point is that I've spent a lot more time thinking about, researching, and experimenting with this topic than most folks, and I've come to some valuable conclusions. If you're interested, I'm here to share.
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