Let's step back from the heavy topics like race, culture, and sex/gender for a bit and talk about the always exciting world of economics! I'm not going to get into the sexy topics of trade wars among nations or rival guilds assassinating each other's leaders to gain control of a particular region's apple production (though those … Continue reading World Building 6 – Economics and You(r World)
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World Building 5 – Mythology and Culture
One of the goals for my new homebrew world that I'm most passionate about is to remove many of the old fantasy tropes that bring all their baggage with them to any new edition. I've talked about these in my last two World Building columns on Race and Culture. Now, I'm going to turn away … Continue reading World Building 5 – Mythology and Culture
World Building 4: From Races to Cultures
I know that I touched on Race and Racism in my last World Building post, but as I've thought about the issue more, I think that we, as gamers, can go beyond these basic descriptions in our manuals to create living, breathing, realistic worlds in which to tell our stories. We can create worlds that … Continue reading World Building 4: From Races to Cultures
World Building 3 – Race and Racism in Tabletop RPGs
This is more of a thought piece on how to incorporate real-world issues realistically into the fantasy worlds of our tabletop RPGs. Scholars of popular culture from Henry Jenkins to the present have long noted that we can use such conflicts in fictional worlds to discuss similar issues in our own world. Heck, we all … Continue reading World Building 3 – Race and Racism in Tabletop RPGs
Skill Checks: Success by Degree
When I started running a FantasyAGE campaign last year, I spent a lot of time reflecting on how I handle Skill Checks or Tests or whatever the system wants to call them. I know that when I first started DMing, I used a very simple metric: Pass/Fail. If the player’s roll met the requirements for passing, they … Continue reading Skill Checks: Success by Degree
It’s Not a Trap! When Less is More
I’ll start this off by stating the most basic truth: I’m not a huge fan of traps in dungeon design. I think that, more often than not, it’s an easy and lazy way to add difficulty or challenge to a dungeon. Also, it’s not realistic to have numerous doors and chests and floor panels and … Continue reading It’s Not a Trap! When Less is More
The Five Area Dungeon
This post is about dungeon crafting, and it’s based on the Five Room Dungeon model. What I’m going to offer here are a few tips on expanding that model for those who want longer, more in-depth dungeons, why I like the “Five Room” model, and a refutation of some of the main criticisms of that … Continue reading The Five Area Dungeon
Hit Me with Your One-Shot!
This post has been delayed a few weeks due to my hectic schedule over the past few weeks, but what I've been doing has helped me refine this post. For those not following my personal Twitter, I've been participating in RPG Lab's Women in Tabletop Gaming Month event. I've participated in three panels and DMed … Continue reading Hit Me with Your One-Shot!
World Building 2: Just a Small Town Tale
In my first World Building post I talked about starting small - giving your world a name, a brief history, a cosmological sketch, and then mapping out a single country. In this example, I mapped the island nation of Kalibor, home of the Elves. Now, we're going to reduce the scale even more so that … Continue reading World Building 2: Just a Small Town Tale
Gender Identity, Play, and the Tabletop RPG
Let's talk about gender identity and play in a tabletop RPG setting. Now, I'm sure some of you are cringing at the thought. Some of you may be certain that I'm going to bash "white men" or the hobby store as a "boys club". Neither of those is my goal for this post. I'm going … Continue reading Gender Identity, Play, and the Tabletop RPG