RPG Theory

Tabletop RPG theory, in the unlikely event that you need more.

Old School Dice Pool Class Sketches

July 30, 2010
By admin

So, more sketches related to the Old School Dice Pool concept I’ve been playing with. (You need to read those to understand this.) Designing character categories is neat because you break out subsystems, see their common trends and end up…


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Posted in RPG Sketches, RPG Theory | No Comments »

How You Can Get Nice Things

July 19, 2010
By admin

Yes, last in the series, from here to here and now, next steps. Oh, there’s still plenty of room for negativity, but I think anybody who’s going to get it has taken time to look at themselves and their communities.…


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Posted in RPG Theory, Social Media, Tabletop RPGs: Art Without Prestige, The Miscellaney | 7 Comments »

Yeah, I’ll Tell You What to Do

May 14, 2010
By Malcolm

Drama? Russell Bailey got offended; Eddy Webb backed away slowly. Or something. It all started with some horrified reactions to my positions in an extended (and in my opinion, productive) talk with Jim Henley about the decline of friendship and its effects on RPGs.
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Posted in RPG Theory, The Miscellaney | 9 Comments »

Friends Are Even Better Than That

March 29, 2010
By Malcolm

Over at Jim Henley’s Livejournal I made an offhand comment that many games under the “indie” banner are designed to be played by people who meet at conventions, primarily know each other online or have similar remote, vaguely suspicious relationships.…


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Posted in RPG Theory | 29 Comments »

Where Did You Go, Tabletop Joe?

March 21, 2010
By Malcolm

It’s no big news that tabletop games are at or near the lowest point they can hit. This actually creates the illusion of a recovery because once something bottoms out to long tail activity it’s not going to get much…


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Posted in RPG Theory | 15 Comments »

Story is So Over

March 19, 2010
By Malcolm

It’s easy to bring creatives and managers together in a fiction-based media venture by emphasizing “story.” A supposed story focus makes writers feel good because they can take credit for it, and managers feel good because (aside from the fact…


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Posted in Electronic Games, Online Games, RPG Theory, Social Media | 10 Comments »

The Bastard Out of Boston and the End of the World

February 17, 2010
By Malcolm

One of the interesting things about tabletop roleplaying is the ability to set up tensions between the game’s concepts and practical play considerations. Many tabletop gamers have a Manichean streak where something has to either cleave to the Big Idea…


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Posted in RPG Theory, Tabletop RPGs: Art Without Prestige | 2 Comments »

Metaplot 2.0 (Part Two)

January 14, 2010
By Malcolm

Over in my last post on metaplot I talked about the good and bad in metaplots, how they compare to other game/IP development methods and proposed some ways they could be improved. This time around I want to develop a…


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Posted in RPG Theory | 3 Comments »

Metaplot 2.0 (Part One)

January 8, 2010
By admin

Metaplot sucks, except when it’s totally awesome. Nobody likes it and they miss it when it’s gone. It’s a pain in the ass godsend for game developers and an alienating useful tool for groups.

What What?

These reactions are nigh-incoherent…


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Posted in RPG Theory | 4 Comments »

RPGs and Art That Challenges

January 2, 2010
By Malcolm

Art isn’t always for challenging the audience, but a creative community needs that if it’s going to thrive. RPGs aren’t doing that. By “challenges,” I don’t mean Maybe old D&D rules kicked ass! or I bet we can do this


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Posted in RPG Theory | 7 Comments »

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