The Storyteller: Observations on Walter Benjamin and Roleplaying Games

I "The art of storytelling is coming to an end. One meets with fewer and fewer people who know how to tell a tale properly."[i] So starts Walter Benjamin's 1936 essay "The Storyteller: Observations on the Works of Nikolai Leskov." To Benjamin, who lived through the first World War, the art (or "craft" as he … Continue reading The Storyteller: Observations on Walter Benjamin and Roleplaying Games

Invisible Sun & The History of Surrealism Pt. 1: Precursors to the Surrealists

(The Black Square. K Malevich. Source)   0 - PROLOGUE & DISCLAIMERS _____________________________ To begin, I feel I might as well explain 1) what this series is and 2) what this series is not. Just recently a new tabletop roleplaying game called Invisible Sun was released by Monte Cook Games. Composed of four books, many … Continue reading Invisible Sun & The History of Surrealism Pt. 1: Precursors to the Surrealists

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

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