This article is entirely spitballing based on things I’ve been watching, reading, and thinking about lately. So one of the most common elements in RPGs is the idea of gaining experience, leveling up, and improving at your stats. Where other elements have changed dramatically, this has been consistent in every edition of D&D and is present in almost all other TTRPGs I’ve ever heard of. When videogames took inspiration from D&D, this was the element that earned the moniker “RPG,” and to this day is the main reason we refer to Final Fantasy and similar games as “RPGs” even though they don’t really have many of the characteristics most of us would consider more important to defining the medium of “role playing.”
Monday, November 4, 2019
Saturday, November 2, 2019
PSA to Dungeon Masters: Intentionally "Metagame" More
Let’s get through this one right off the bat: people generally take metagaming way too seriously. It’s a transition I see lots of gamers go through. They hear about it early on and spend way too much time and energy thinking about it as a problem that must be overcome or worked around or whatever, they experiment in how to get past it, they insist that metagaming is one of the most serious bad habits a player can have, and then… they eventually get over it. I’ve seen this journey of personal growth pretty consistently in lots of players at this point. So if I’m going to revisit the question of metagaming, I want to attack it from a new angle so that it’s worth it.
DMs are the worst about navigating the complications of metagaming. Yes, DMs.
DMs are the worst about navigating the complications of metagaming. Yes, DMs.
Friday, October 25, 2019
Weird Dwarf Traits
It is important to me that the demihuman races feel properly distinct and non-human. Or at least, they should be exotic or foreign, and especially easy to roleplay in a memorable way. As we know, dwarrow (dwarves) tend to all be the same. We should fix that. Here are some miscellaneous things about dwarrow culture I’ve either brainstormed sitting here or accumulated over the years. Some are pretty creative and original, others are straight-up cultural appropriation but, like, you’ll enjoy them.
Monday, October 21, 2019
Navette (or Marquise) Story Structure
(Firstly, the culture around jewelry and precious stones is kind of stupid. Anyway...)
I want to tell you about a structural tool I find extremely useful, but it is slightly more advanced than a lot of other DMing advice out there. I think a lot of my stuff is. This blog isn't a 100 or 200 level course, it's a 300 or 400 level course, so I usually assume you've already done a lot of the basic readings (you know, Dungeoncraft 101, Metagaming 150, Player Types 210, Random Encounters 215, etc). Most of the stuff that Matt Colville would have made a video about or the Angry GM would write about, I assume you're familiar with. So I want to take a very basic concept and start deconstructing it: Railroads vs. Sandboxes.
I want to tell you about a structural tool I find extremely useful, but it is slightly more advanced than a lot of other DMing advice out there. I think a lot of my stuff is. This blog isn't a 100 or 200 level course, it's a 300 or 400 level course, so I usually assume you've already done a lot of the basic readings (you know, Dungeoncraft 101, Metagaming 150, Player Types 210, Random Encounters 215, etc). Most of the stuff that Matt Colville would have made a video about or the Angry GM would write about, I assume you're familiar with. So I want to take a very basic concept and start deconstructing it: Railroads vs. Sandboxes.
Monday, October 7, 2019
Would "X" Be a Good Idea for a New Class?
I've long been mildly interested in following the logic of what does and doesn't justify its own existence as a potential character class in D&D. Like, at what point does a fantasy storytelling archetype become distinct enough that it should be a class? If you look at a lot of B/X homebrew, people will turn anything into a class. How about a whole class to be a Miner? Sure, I like that idea. Or a class for being a Queen? Well, sure... I guess. Or a class for being a Gothic Villain? What, like, from literature? Maybe a little specific. Or a class for being a princess made out of candy and sweets? Yes, of course, because lord knows that I've been needing that. A class specifically for playing as Princess Bubblegum from Adventure Time is exactly what I've been looking for.
Sunday, September 29, 2019
Campaigns Are Overrated
Postulate 1: there are many obstacles (mostly social and logistical) to playing D&D, contributing to the infamous “looking for group” dilemma.
Postulate 2: there are more people interested in playing D&D than people who actually play it.
Postulate 3: there are more people who have played D&D than people who are currently in the regular habit of playing it.
Postulate 4: people who aren’t currently in the regular habit of playing D&D are generally considered to be inactive gamers. At least, many of them think of themselves that way.
Postulate 2: there are more people interested in playing D&D than people who actually play it.
Postulate 3: there are more people who have played D&D than people who are currently in the regular habit of playing it.
Postulate 4: people who aren’t currently in the regular habit of playing D&D are generally considered to be inactive gamers. At least, many of them think of themselves that way.
Thursday, September 26, 2019
Advanced Darkness
Let’s do some more DIY D&D and hack the rules. I’m going to introduce to you my favorite and most important houserule: Advanced Darkness.
Why do we come up with houserules? Because there’s some kind of problem. Maybe not everyone sees it as a problem, but that’s oftentimes just because people have learned to live with it and be complacent with a deficiency that could be fixed.
How do we come up with houserules? We 1) identify the sources of the problems and 2) identify the results we would like to see instead. Creating a rule is creating the “cause” in a cause-and-effect relationship. In order to know what cause you should aim for, you need to know what effect you’re after.
What do we do with houserules? We test them out and explore their full implications. We look for vulnerabilities that could be exploited. We try to break them. We consider some unintended consequences. We try to think of ways it could interact with other game elements. We playtest it. We adapt it. We eventually figure out the best ruling possible. Maybe it’s a refined version of the houserule, or maybe its the RPG’s original ruling after all.
Overview
Why do we come up with houserules? Because there’s some kind of problem. Maybe not everyone sees it as a problem, but that’s oftentimes just because people have learned to live with it and be complacent with a deficiency that could be fixed.
How do we come up with houserules? We 1) identify the sources of the problems and 2) identify the results we would like to see instead. Creating a rule is creating the “cause” in a cause-and-effect relationship. In order to know what cause you should aim for, you need to know what effect you’re after.
What do we do with houserules? We test them out and explore their full implications. We look for vulnerabilities that could be exploited. We try to break them. We consider some unintended consequences. We try to think of ways it could interact with other game elements. We playtest it. We adapt it. We eventually figure out the best ruling possible. Maybe it’s a refined version of the houserule, or maybe its the RPG’s original ruling after all.
Subscribe to:
Posts (Atom)