DESIGN JOURNAL SIDE-TRACK: Notes on Urban RPG scenarios

Since it's been a while since my last post in the design journal I thought I'd post some old unfinished notes I was composing on urban environments for games. While this isn't directly related to my New Lands campaign I've been developing here I thought it might be kind of interesting to throw out as … Continue reading DESIGN JOURNAL SIDE-TRACK: Notes on Urban RPG scenarios

RPG Design Journal #6: Within the City

Previously on this series I started designing a city with a general-to-specific methodology (starting with the big picture and letting that inform the small details). Now I'm going to start moving into some of those details by developing concepts for the specific locations within the city of St. Maluns. When building specific locations within another … Continue reading RPG Design Journal #6: Within the City

Deconstruction, the Player, and the Played pt. 3: Comparisons

Having talked about The Beginner's Guide and The Magic Circle individually, I want to talk about them in conjunction. In many ways these games are synchronous, but also quite disparate. I don't really like being so harsh on The Beginner's Guide, partly because it did move me when I played it. I don't want to criticize games … Continue reading Deconstruction, the Player, and the Played pt. 3: Comparisons

Deconstruction, the Player, and the Played Pt. 2: “The Magic Circle”

[SPOILERS FOR THE MAGIC CIRCLE MAY BE FOUND BELOW!] Last time in this pseudo-series I talked about The Beginner's Guide and how I felt it's personal nature and sincerity worked against it on the whole; it's narration trapping the player into an ambiguity that robs them of a real connection to the game. After playing … Continue reading Deconstruction, the Player, and the Played Pt. 2: “The Magic Circle”

RPG Design Journal #4: Heroes, Villains, and the Morally Ambiguous

Now that we have a very basic history sketched up for our setting, lets add a few inhabitants that the players can learn about and interact with. As I've mentioned before - the strength of a setting's lore is in its interaction. NPCs are useful because they can both impart lore onto players passively (through … Continue reading RPG Design Journal #4: Heroes, Villains, and the Morally Ambiguous