Game Design – 4 Eras

Each of the 4 pre-defined eras (and any custom eras) starts with understanding the time period, state of the world, and the location of the story. What is the defining event that begins this era – whether it’s a deviation from our own history, or a future timeline? What is scarce, exciting, and new? What […]

Game Design – The World

The gameplay in an RPG is shaped by the system, which is shaped by the world. A high fantasy world doesn’t involve computer hacking, and an alternate-present sci-fi adventure doesn’t take well to magic spells (or at least needs some interesting hand-waving). Personally, I’m tired of ‘standard’ fantasy settings (think anything Tolkien or D&D inspired). […]

RPG Character Creation, Part 1

D&D is probably the best known modern RPG system, and it’s character creation system is fairly well known. Select a race and class, apply your randomly generated stats, and add the appropriate bonuses. This approach tends to lead to gaming the system for stat boosts, considering the nature of the game lies in modifying an […]

Conflict Resolution: Wrap Up

I’m not sure, right now, which conflict resolution system is better. Likely, I’ll want to do some beta testing to see what actually works best. On the surface, both options should work for their intended purposes of allowing informed, strategic decision making without being totally predictable. One unintended side effect is that individual rounds of […]

Conflict Resolution in RPGs, Part 1

Imagine, for a moment, you’re an adventurer, creeping down a hallway towards a treasure just out of reach. Or, imagine you’re defending the last remnants of humanity from an alien onslaught. The only thing in the way is you and your BFG-401K. Perhaps you’re a hacker, preparing to reveal the misdeeds of a corporation who […]