A big secret of tabletop RPG design is that roleplaying games play themselves. Get the right group of people together and they’ll have fun telling a good story, regardless of which edition of which game they’re playing. The hard parts of RPGs are things the designer can’t control: social dynamics.
What good are rules at all, then? Rules serve two purposes: to enable and constrain the play. The rules of an RPG serve to make the creative process easier by enabling story, and they constrain the scope of the story to keep the group within a manageable narrative space.
In my role as lead designer on Future Proof Games‘s upcoming tabletop RPG Rosette, I’ve made tons of decisions regarding how the rules work. By the request of one of my patrons, I’ll go over that process from a high level.
Continue reading Helping RPGs Play Themselves
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In this episode of the Ludus Novus podcast, I discuss the decisions we make as game designers and developers and how we are responsible for every aspect of the games we make. I touch on polishing, social justice, and emergent aspects of games.
Continue reading Ludus Novus 024: Decision Point
In this episode of the Ludus Novus podcast, I discuss the search for the perfect game and the creation of universes.
When I search through my Steam library and I look for that game, that perfect game, the perfect experience that matches the mood that I am in right that moment, I’m playing a game with the entirety of my library: the entirety of games as a medium.
The music for this episode is “Progress” by mystified from the album Fractal Diner 3. It’s available under a ccby2.5 license.
Let me know what you think in the comments.