Posts Tagged ‘ RPG Playcraft ’

Don’t Be Afraid to Give Up!

August 4, 2010
By admin

So I was running a supers game. It was okay, but not great. I didn’t like it. I loved worldbuilding with my friends, talking about alt history and fiddling with systems, but I didn’t feel like actually running the…


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Posted in Tabletop RPGs: Art Without Prestige | No 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 »

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 »

You Can’t Do That in RPGs: a History

December 17, 2009
By Malcolm

The history of RPGs is the history of things you can’t do, and various strategies to veil, deny or accommodate that fact.

Players like to think they can go anywhere and do anything with their characters unless there’s a mechanism in place…


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Posted in RPG Theory | 40 Comments »

You Can’t Always Get What You Want (Rules-Wise)

October 22, 2009
By admin

I recently put my homebrew SF game on hold to get back to our previous Star Wars Saga campaign. Now I like Saga in a lot of respects, but all in all I think it has too many rules, requires…


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Posted in RPG Theory | 3 Comments »

All Talk, No Rock, No Friends

October 19, 2009
By admin

I think the RPG scene is plagued with two tendencies that feed from each other, blocking gamers’ ability to get regular games off the ground, but these disguise a bigger social problem.

Gamers describe games in terms of problems, not…


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Posted in RPG Theory | 15 Comments »

GM as God 4 . . . ish: More on the Land of Miracles

October 18, 2009
By admin

As I said in the last part of this leg of GM as God, settings are bullshit. There are no vampires and elves. Even in grounded settings, real human beings are interested in a whole bunch of ordinary things I…


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Posted in RPG Theory | 2 Comments »

GM As God, Part One: Three Ways to Use Your Omniscience

July 20, 2009
By admin

So, here’s part one of the GM as God series. This article is pragmatic and tip-filled. I’m going to jump around between straightforward business and the Art, though.

Let’s get started.

Though the forceful GM looms large in…


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Posted in RPG Theory | 4 Comments »

GM as God, Part Zero: Introduction

July 13, 2009
By admin

It’s easy to hate the GM. It’s a cheap and easy way to look clever – has been for the history of the hobby. One of the first things any would-be game design revolutionary does is alter or eliminate the…


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Posted in RPG Theory | 8 Comments »

Back!

May 27, 2007
By admin

Many things have happened. For a while I experimented with just posting gaming stuff to my livejournal instead to save time, but I got email asking where newer updates were. So here we are — and I’ll be answering an…


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Posted in Tabletop RPGs: Art Without Prestige | 1 Comment »

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