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	<title>Ludus Novus &#187; tabletop rpgs</title>
	<atom:link href="http://ludusnovus.net/tag/tabletop-rpgs/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
	<lastBuildDate>Tue, 22 May 2012 04:22:06 +0000</lastBuildDate>
	<language>en</language>
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		<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
	<ttl>1440</ttl>
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		<title>Ludus Novus</title>
		<link>http://ludusnovus.net</link>
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	<itunes:subtitle></itunes:subtitle>
	<itunes:summary>The Art of Interaction</itunes:summary>
	<itunes:keywords>ludology, games, game, design, rpgs, interactive, fiction, video, game, theory, interactive, art</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
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	<itunes:category text="Arts">
		<itunes:category text="Literature" />
	</itunes:category>
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	<itunes:author>Gregory Weir</itunes:author>
	<itunes:owner>
		<itunes:name>Gregory Weir</itunes:name>
		<itunes:email>Gregory.Weir@gmail.com</itunes:email>
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		<item>
		<title>The Fall of Stronghold</title>
		<link>http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/</link>
		<comments>http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/#comments</comments>
		<pubDate>Mon, 21 Mar 2011 21:09:22 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[cutscenes]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[tabletop rpgs]]></category>
		<category><![CDATA[urgo]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1227</guid>
		<description><![CDATA[In tabletop roleplaying games, it&#8217;s often tough to provide backstory and broader setting information to the players. Reciting a summary or printing handouts is seldom effective; even if players pay attention, they&#8217;re less likely to remember events in which they did not participate. In the Dungeons &#038; Dragons Fourth Edition campaign I&#8217;m currently running, I [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/fallofstronghold.jpg" class="leadimage" alt="An image of an unfinished RPG terrain board with some miniatures, walls, and craft tools" />In tabletop roleplaying games, it&#8217;s often tough to provide backstory and broader setting information to the players. Reciting a summary or printing handouts is seldom effective; even if players pay attention, they&#8217;re less likely to remember events in which they did not participate. In the <i>Dungeons &#038; Dragons</i> Fourth Edition campaign I&#8217;m currently running, I ran into this problem, and addressed it with the <a href="http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques">Cutscene technique</a>.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/03/21/the-fall-of-stronghold/">The Fall of Stronghold</a>...</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Dream Project 5 &#8211; The Battle for the Fortress</title>
		<link>http://ludusnovus.net/2010/02/06/dream-project-5-the-battle-for-the-fortress/</link>
		<comments>http://ludusnovus.net/2010/02/06/dream-project-5-the-battle-for-the-fortress/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 02:52:47 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[dnd4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=712</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing <i>Dungeons &#038; Dragons</i> Fourth Edition game, played with some friends from college over the internet using <a href="http://rptools.net/">MapTool</a> and <a href="http://www.teamspeak.com/">Teamspeak</a>.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking the abandoned city of Decolay, which has been taken over by kenku, goblins, and possibly other forces.  They returned from a trip to the dream world to find kobold worshipers of the dragon making advances on the fortress.</p>
<p>The party consists of:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner; he is branded Etzlojek the Traitor by the attacking kobolds<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard with a penchant for shapechanging spells<br />
Donaar, dragonborn warlock and enemy of dragons, who ended up in town after his home city was overrun by undead<br />
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town and seems to have vampire heritage<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is level five.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/02/06/dream-project-5-the-battle-for-the-fortress/">Dream Project 5 &#8211; The Battle for the Fortress</a>...</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Dream Project 4 &#8211; Attacks on Two Cities</title>
		<link>http://ludusnovus.net/2010/01/10/dream-project-4-attacks-on-two-cities/</link>
		<comments>http://ludusnovus.net/2010/01/10/dream-project-4-attacks-on-two-cities/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 05:37:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=686</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking the abandoned city of Decolay, which has been taken over by kenku, goblins, and possibly other forces.  The fortress itself has the power to transport them to a dream world where a scholar named Sampa seems to be guiding them from the past.</p>
<p>The party consists of:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard with a penchant for shapechanging spells<br />
Donaar, dragonborn warlock and enemy of dragons, who ended up in town after his home city was overrun by undead<br />
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town and seems to have vampire heritage<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is level four.</p>
<p><i>I&#8217;m curious about something before we begin.  Are these adventure summaries interesting to anyone except me and my players?  I&#8217;ll probably keep posting them regardless, but I&#8217;d like to know if any readers not involved with the campaign enjoy these.</i><br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/01/10/dream-project-4-attacks-on-two-cities/">Dream Project 4 &#8211; Attacks on Two Cities</a>...</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>Dream Project 3 &#8211; The Kidnapped Farmer</title>
		<link>http://ludusnovus.net/2009/12/23/dream-project-3-the-kidnapped-farmer/</link>
		<comments>http://ludusnovus.net/2009/12/23/dream-project-3-the-kidnapped-farmer/#comments</comments>
		<pubDate>Wed, 23 Dec 2009 23:04:58 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=657</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town. They arrived at their theoretical refuge to find the [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town. They arrived at their theoretical refuge to find the city of Decolay in ruins, and camped in an abandoned fortress overlooking the town. The fortress seemed to be able to transport people into long-lost dreams in their sleep, where the party was guided by a tiefling scholar named Sampa.  The next morning, the party made an alliance with a kenku tribe, the Ravencrows, living near the southern edge of the city, and explored an old botanical laboratory.</p>
<p>The party consists of:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard<br />
Donaar, dragonborn warlock and enemy of dragons, who ended up in town after his home city was overrun by undead<br />
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town and seems to be developing vampiric tendencies<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is level three.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/23/dream-project-3-the-kidnapped-farmer/">Dream Project 3 &#8211; The Kidnapped Farmer</a>...</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Dream Project 2 &#8211; Exploring Decolay</title>
		<link>http://ludusnovus.net/2009/12/12/dream-project-2-exploring-decolay/</link>
		<comments>http://ludusnovus.net/2009/12/12/dream-project-2-exploring-decolay/#comments</comments>
		<pubDate>Sat, 12 Dec 2009 06:27:19 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=632</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town. They arrived at their theoretical refuge to find the [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing <i>Dungeons &#038; Dragons</i> Fourth Edition game, played with some friends from college over the internet using <a href="http://rptools.net/">MapTool</a> and <a href="http://www.teamspeak.com/">Teamspeak</a>.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town.  They arrived at their theoretical refuge to find the city of Decolay in ruins, and took refuge in an empty, abandoned fortress overlooking the town.  The purpose of some of the strange structures there was revealed when the party found themselves sharing a dream, where they encountered the private demons of a long-dead eladrin noblewoman and saw echoes of a tiefling scholar named Sampa.</p>
<p>The dream was experienced by five people:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town&#8217;s general store owner<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard<br />
Donaar, dragonborn warlock, who ended up in town after his home city was overrun by undead<br />
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is level two.  Note that I began doubling experience at this point.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/12/dream-project-2-exploring-decolay/">Dream Project 2 &#8211; Exploring Decolay</a>...</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>The RPG Campaign as Episodic TV: Two Techniques</title>
		<link>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/</link>
		<comments>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 07:06:55 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=618</guid>
		<description><![CDATA[In addition to the regular D&#038;D game I run, I&#8217;ve just started up another tabletop RPG campaign using the Geist system. Like many of White Wolf&#8217;s &#8220;limited series&#8221; games (Promethean, Changeling), the concept is incredibly provocative. You died, and in the moments of death, a being &#8220;more than ghost, less than god&#8221; offered you a [...]]]></description>
			<content:encoded><![CDATA[<p>In addition to the <a href="http://ludusnovus.net/2009/11/20/dream-project-1-0-the-flight-from-zekleinenezzar/">regular</a> <a href="http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/">D&#038;D game</a> I run, I&#8217;ve just started up another tabletop RPG campaign using the <i><a href="http://www.white-wolf.com/geist/index.php">Geist</a></i> system.  Like many of White Wolf&#8217;s &#8220;limited series&#8221; games (<i>Promethean</i>, <i>Changeling</i>), the concept is incredibly provocative.  You died, and in the moments of death, a being &#8220;more than ghost, less than god&#8221; offered you a partnership.  This being, called a geist, shielded you from death and allowed you to survive.  You are a living human, but now you can see ghosts, control strange creepy powers, and even travel the underworld.  The mood of the game is a cool mix of the macabre (you died, and now you see death everywhere) and the celebratory (you got a second chance at life!  Live it up!).  </p>
<p>The bittersweet mood, morbid theme, and cool antagonists reminded me of shows like <i>Angel</i>, <i>Dead Like Me</i>, and <i>Death Note</i>.  So I decided that I wanted my campaign to run like an episodic, ensemble-cast television show.  I also wanted to explore giving players more control over the game, while maintaining primary authorship as GM; tossing a strong flavor of the indie RPG into a traditional system.  As a result, I&#8217;m using two techniques: Episode Previews and Cutscenes.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/">The RPG Campaign as Episodic TV: Two Techniques</a>...</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Dream Project 1.5: The Fortress of Dreams</title>
		<link>http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/</link>
		<comments>http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/#comments</comments>
		<pubDate>Sat, 28 Nov 2009 08:18:25 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d 4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://332717061</guid>
		<description><![CDATA[This is a summary of my ongoing Dungeons &#038; Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak. When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town, heading north to the city of Decolay, which had [...]]]></description>
			<content:encoded><![CDATA[<p>This is a summary of my ongoing <i>Dungeons &#038; Dragons</i> Fourth Edition game, played with some friends from college over the internet using <a href="http://rptools.net/">MapTool</a> and <a href="http://www.teamspeak.com/">Teamspeak</a>.</p>
<p>When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town, heading north to the city of Decolay, which had been out of contact for years.  When they arrived, in the midst of a thunderstorm, they found the city partly burned, with scattered fires and little signs of life.</p>
<p>The caravan was guarded by five people:<br />
Etzlojek, kobold rogue and lover of fine things, adopted by the town&#8217;s general store owner<br />
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard<br />
Donaar, dragonborn warlock, who ended up in town after his home city was overrun by undead<br />
Diesa, dwarven fighter, who was visiting family in town<br />
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.</p>
<p>This is the second half of level one.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/11/28/dream-project-1-5-the-fortress-of-dreams/">Dream Project 1.5: The Fortress of Dreams</a>...</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Dream Project 1.0: The Flight from Zekleinenezzar</title>
		<link>http://ludusnovus.net/2009/11/20/dream-project-1-0-the-flight-from-zekleinenezzar/</link>
		<comments>http://ludusnovus.net/2009/11/20/dream-project-1-0-the-flight-from-zekleinenezzar/#comments</comments>
		<pubDate>Fri, 20 Nov 2009 07:35:32 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d 4e]]></category>
		<category><![CDATA[dream project]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://2132250059</guid>
		<description><![CDATA[Over the past couple of months, I&#8217;ve been running a mostly-weekly Dungeons &#038; Dragons Fourth Edition game over the internet using MapTool and TeamSpeak. Generally, these tools have served us well, with the biggest problem being the voice chat; it makes conversation flow very awkward, with some people stumbling over other people&#8217;s sentences due to [...]]]></description>
			<content:encoded><![CDATA[<p>Over the past couple of months, I&#8217;ve been running a mostly-weekly <i>Dungeons &#038; Dragons</i> Fourth Edition game over the internet using <a href="http://rptools.net/">MapTool</a> and <a href="http://www.teamspeak.com/">TeamSpeak</a>.  Generally, these tools have served us well, with the biggest problem being the voice chat; it makes conversation flow very awkward, with some people stumbling over other people&#8217;s sentences due to lag, and other people often unintelligible due to mic issues.  MapTool is a bit clumsy, but it gets the job done.</p>
<p>For a while, I&#8217;ve wanted to run a tabletop game where the play shifted between a dark, gritty, waking struggle for survival and a wondrous, fanciful dream world that the player characters entered when they slept.  This is not that campaign, but it uses the &#8220;dream world&#8221; motif that I&#8217;ve incorporated into several of my games.  Below the fold, I&#8217;ll give a summary of the first part of the campaign for those who are interested.</p>
<p>Before then, however, I should discuss my current feelings on <i>D&#038;D4e</i>.  First, the combat system is a lot of fun and very slick, but it requires a lot of effort and attention to keep it from becoming a tactical strategy game.  In the game so far, players basically just say &#8220;I&#8217;m using Scorching Burst&#8221; or &#8220;I&#8217;ll do a Deft Strike.&#8221;  I much prefer a game where players describe their actions with more flavor and color, and often do actions that aren&#8217;t straight from their power list.  I&#8217;ll work to encourage this in the future.  </p>
<p>Second, I still don&#8217;t have a handle on Skill Challenges.  They make sense on paper: a way to structure non-combat encounters to have the same randomness, flow, and structure as combat encounters.  However, in practice they feel very clunky.  Twice I&#8217;ve had a single character take lead on a major NPC conversation, and instead of having them make repeated Diplomacy checks, I&#8217;ve just roleplayed it out.  Maybe I need to make the Skill Challenge mechanics more explicit; maybe I need to abandon them altogether.  </p>
<p>Finally, the XP system feels slow.  Ten encounters between levels is a lot.  I&#8217;ll be giving double experience in 4e in the future, just to restore a sense of progression to the game.</p>
<p>Now, for the story so far.  This is the first half of level 1.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/11/20/dream-project-1-0-the-flight-from-zekleinenezzar/">Dream Project 1.0: The Flight from Zekleinenezzar</a>...</p>
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		<title>GM Success</title>
		<link>http://ludusnovus.net/2009/06/12/gm-success/</link>
		<comments>http://ludusnovus.net/2009/06/12/gm-success/#comments</comments>
		<pubDate>Sat, 13 Jun 2009 04:51:45 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[solve et coagula]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=501</guid>
		<description><![CDATA[This week I had one of those great GM moments. In my Promethean game, my players have been presented with a dilemma: they&#8217;ve found the workshop of a character who named himself Paracelsus, who was in search of an alchemical elixir called the Ascendance Formula. However, as the players were told by a mystical qashmal, [...]]]></description>
			<content:encoded><![CDATA[<p>This week I had one of those great <abbr title="Game Master">GM</abbr> moments.  In my Promethean game, my players have been presented with a dilemma: they&#8217;ve found the workshop of a character who named himself Paracelsus, who was in search of an alchemical elixir called the Ascendance Formula.  However, as the players were told by a mystical <i>qashmal</i>, his choices of ingredients were &#8220;not human enough.&#8221;  Instead of turning human, Paracelsus was killed and his body split apart into a collection of monsters.</p>
<p>Clearly, I&#8217;m trying to set up a dilemma here.  This formula could be a shortcut to mortality for the player characters, but it is very dangerous; not only could it kill you, but it can also create new monsters to make everyone&#8217;s life more difficult.  As a GM, when you set up this sort of dilemma, you want to create inter-player tension and discussion.  I think I succeeded.  At the end of this week&#8217;s session, the player characters sat down and discussed the dilemma in detail, and they each had interesting perspectives.</p>
<p>One character, a loner soldier and sometimes thief, wanted nothing to do with the formula.  Screw the alchemy, screw the existing monsters, just get the hell out of town.  Another, a naive tinkerer with Tesla&#8217;s right hand, was all for trying the formula for himself.  Build a cage around the experiment area, sure, shoot him before he turns into a monster, but he wanted to take the chance.  Finally, the flighty con artist of the group had a brainstorm.  The tinkerer can try the formula, and if it works (and maybe even if it doesn&#8217;t), the surviving party members can <em>sell</em> the formula to other Prometheans.  With the promise of money, the soldier was won over, and a plan is in place&#8230; for now.</p>
<p>As a GM, I get the most amount of glee from when players are deliberating over these sorts of interesting choices.  If the choice is easy, it&#8217;s not providing the players much (<a href="http://ludusnovus.net/2009/02/05/simulation-structure-and-agency/">high-level</a>) agency.  Only when a decision is difficult &mdash; when there is no clear &#8220;right&#8221; alternative &mdash; are the players truly choosing their own path through the narrative.  And if there&#8217;s inter-<abbr title="Player Character">PC</abbr> conflict in the decision process, then that just makes my job more of a success.</p>
<p>So for now, I&#8217;m feeling good about my campaign.  We&#8217;ll see how next session goes.</p>
]]></content:encoded>
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		<title>LORE and Belief Released</title>
		<link>http://ludusnovus.net/2009/05/29/lore-and-belief-released/</link>
		<comments>http://ludusnovus.net/2009/05/29/lore-and-belief-released/#comments</comments>
		<pubDate>Fri, 29 May 2009 06:00:23 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Games Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[game releases]]></category>
		<category><![CDATA[LORE]]></category>
		<category><![CDATA[my games]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=477</guid>
		<description><![CDATA[This world is not as it should be. There is no truth. Reality is what we believe it to be. If you think you can fly, then that flight is real to you. Others may see you plummet and die, but you might live on, soaring above the clouds. Anyone can dream, but it takes [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><i>This world is not as it should be.  There is no truth. Reality is what we believe it to be. If you think you can fly, then that flight is real to you. Others may see you plummet and die, but you might live on, soaring above the clouds. Anyone can dream, but it takes someone special to make those dreams real.</i></p></blockquote>
<p>Here is the release of my May game: <i>LORE</i>, the Lightweight Omnipotent Roleplaying Engine, and its first sourcebook, <i>Belief</i>.  Together, they form my first tabletop roleplaying game system.</p>
<p><i>LORE</i> is an attempt to address <a href="http://ludusnovus.net/2009/05/22/whats-wrong-with-tabletop-rpgs/">some of the common problems with tabletop RPGs</a>.  It has <a href="http://ludusnovus.net/2008/11/07/fumbling-critical-rolls-and-the-lore-approach/">an interesting dice system</a>; a quick, easy, and original character creation system; and a system that&#8217;s lightweight, because <a href="http://ludusnovus.net/2008/10/29/the-space-beyond-the-rules/">roleplaying happens beyond the rules</a>.</p>
<p><i>Belief</i> is a game about changing reality, about subjective viewpoints, and about the search for a better world.  It owes heavy debts to other sources, but it is its own being.</p>
<p><a href="http://ludusnovus.net/my-games/lore-and-belief/"><strong>Download <i>LORE</i> and <i>Belief</i>.</strong></a></p>
<p>Both of these books are beta releases.  They have been playtested, but not enough for me to say they&#8217;re finished.  Please, read them, play them, and comment with anything you think I did especially right or that I could change for the better.  I&#8217;ve provided them in bookmarked PDFs slavishly laid out for optimal printing at your local print shop, and they&#8217;re released under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/us/">Creative Commons by-nc-sa 3.0 License.</a></p>
<p>These are just the initial releases; I wanted to get them out and in people&#8217;s minds so that I could start getting feedback.  Expect extras like quick reference sheets and maybe an adventure or three in the coming weeks and months.</p>
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		<title>What&#8217;s Wrong with Tabletop RPGs</title>
		<link>http://ludusnovus.net/2009/05/22/whats-wrong-with-tabletop-rpgs/</link>
		<comments>http://ludusnovus.net/2009/05/22/whats-wrong-with-tabletop-rpgs/#comments</comments>
		<pubDate>Fri, 22 May 2009 17:32:09 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[LORE]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=466</guid>
		<description><![CDATA[I love tabletop roleplaying games. They are, in some ways, the perfect game. That being said, they certainly aren&#8217;t without their flaws. I&#8217;ve been working on a tabletop RPG system, and one of the things any creator needs to ask is &#8220;what&#8217;s wrong with what&#8217;s already there?&#8221; and &#8220;how can I make it better?&#8221; Here, [...]]]></description>
			<content:encoded><![CDATA[<p>I love tabletop roleplaying games.  They are, in some ways, <a href="http://ludusnovus.net/2008/09/24/why-should-digital-game-designers-care-about-tabletop-roleplaying/">the perfect game</a>.  That being said, they certainly aren&#8217;t without their flaws.  I&#8217;ve been working on a tabletop RPG system, and one of the things any creator needs to ask is &#8220;what&#8217;s wrong with what&#8217;s already there?&#8221; and &#8220;how can I make it better?&#8221;  Here, then, is a list of the things wrong with tabletop roleplaying games.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/05/22/whats-wrong-with-tabletop-rpgs/">What&#8217;s Wrong with Tabletop RPGs</a>...</p>
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		<title>Never According to Plan</title>
		<link>http://ludusnovus.net/2009/05/13/never-according-to-plan/</link>
		<comments>http://ludusnovus.net/2009/05/13/never-according-to-plan/#comments</comments>
		<pubDate>Wed, 13 May 2009 22:53:16 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[choice]]></category>
		<category><![CDATA[linearity]]></category>
		<category><![CDATA[promethean]]></category>
		<category><![CDATA[solve et coagula]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=455</guid>
		<description><![CDATA[The players in a tabletop roleplaying game never do what you expect them to. Case in point: I&#8217;ve just started up a campaign of Promethean. It opens with the player characters being drawn to a mysterious, sprawling house, where they discover an otherworldly being called a qashmal who dispenses a cryptic riddle. This is the [...]]]></description>
			<content:encoded><![CDATA[<p>The players in a tabletop roleplaying game never do what you expect them to.</p>
<p>Case in point: I&#8217;ve just started up a campaign of <i><a href="http://www.white-wolf.com/Promethean/index.php">Promethean</a></i>.  It opens with the player characters being drawn to a mysterious, sprawling house, where they discover an otherworldly being called a qashmal who dispenses a cryptic riddle.</p>
<p>This is the second time I&#8217;ve run the beginning of this campaign with different players each time.  The first group did what I expected: they searched the building top to bottom for clues, then proceeded to follow up on the riddle.  This latest group, however, decided against that.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2009/05/13/never-according-to-plan/">Never According to Plan</a>...</p>
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		<slash:comments>8</slash:comments>
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		<title>The Eye of Boccob</title>
		<link>http://ludusnovus.net/2008/12/16/the-eye-of-boccob/</link>
		<comments>http://ludusnovus.net/2008/12/16/the-eye-of-boccob/#comments</comments>
		<pubDate>Tue, 16 Dec 2008 12:03:28 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[d&d 3.5]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=25</guid>
		<description><![CDATA[The Eye of Boccob is a prestige class for Dungeons &#038; Dragons Edition 3.5. I used it for a creepy NPC in a campaign I am running, when I realized that I needed an NPC that was capable of teleporting large numbers of people. It grew from there into a character that my player loved [...]]]></description>
			<content:encoded><![CDATA[<p>The Eye of Boccob is a prestige class for Dungeons &#038; Dragons Edition 3.5.  I used it for a creepy NPC in a campaign I am running, when I realized that I needed an NPC that was capable of teleporting large numbers of people.  It grew from there into a character that my player loved to hate.  If you intend to use this prestige class in a campaign, keep in mind that it was designed to be a non-combat NPC; I make no guarantees regarding game balance or feasibility of this class for PCs.  However, it could prove to be a useful utility class for a group that desires heightened abilities of surveillance and transportation.  The full class description follows.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/12/16/the-eye-of-boccob/">The Eye of Boccob</a>...</p>
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		<slash:comments>7</slash:comments>
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		<title>The Space Beyond the Rules</title>
		<link>http://ludusnovus.net/2008/10/29/the-space-beyond-the-rules/</link>
		<comments>http://ludusnovus.net/2008/10/29/the-space-beyond-the-rules/#comments</comments>
		<pubDate>Wed, 29 Oct 2008 12:02:07 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[socialization]]></category>
		<category><![CDATA[tabletop rpgs]]></category>
		<category><![CDATA[uncanny valley]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=142</guid>
		<description><![CDATA[I just had an annoying conversation with a friend about the relative merits of Dungeons &#38; Dragons Fourth Edition versus the previous version of the game. I&#8217;ll spare you the details, as it&#8217;s been discussed ad absurdum elsewhere. It did get me thinking, though, about the role rules play in tabletop roleplaying games. Tabletop roleplaying [...]]]></description>
			<content:encoded><![CDATA[<p>I just had an annoying conversation with a friend about the relative merits of Dungeons &amp; Dragons Fourth Edition versus the previous version of the game.  I&#8217;ll spare you the details, as it&#8217;s been <a href="http://www.gnomestew.com/specific-rpgs/a-gms-first-impressions-of-dnd-4e-looks-like-fun">discussed</a> <a href="http://www.dungeonmastering.com/gaming-life/top-10-reasons-dd4e-will-be-the-best-rpg-ever">ad</a> <a href="http://www.dungeonmastering.com/gaming-life/dnd4e-worst-game-ever">absurdum</a> elsewhere.  It did get me thinking, though, about the role rules play in tabletop roleplaying games.</p>
<p>Tabletop roleplaying games, as I&#8217;ve <a href="http://ludusnovus.net/2008/09/24/why-should-digital-game-designers-care-about-tabletop-roleplaying/">mentioned before</a>, can adapt to players&#8217; actions much more easily and completely than digital games.  This is due mostly to the <abbr title="Game Master">GM</abbr>&#8216;s ability to roll with the punches and make up stuff in response to an unexpected path taken by the party.  Since the origin of tabletop roleplaying games, the <em>roleplaying proper</em>, that is, the social interaction, character quirks, and people-focused play, has been largely separate from the rules.  Tabletop <abbr title="RolePlaying Game">RPG</abbr> rules focus on things like combat, non-social conflict resolution, and supernatural powers.  All the fluffy social and character-building stuff is allowed to just occur, with the rules keeping out of its way.  Sure, there might be a Diplomacy skill or a Charisma statistic, but those are usually reserved for small parts of the roleplaying: deciding if a character&#8217;s argument was convincing enough, or just how pretty the elf princess is.  Few systems dedicate more than a page or two to rules governing seemingly important things like falling in love or becoming homesick.</p>
<p>And that&#8217;s just fine.  Combat, magic, disabling booby traps: these are things that most of us will never experience, things which are nice to have codified and defined for easy processing.  Social behavior, however, is something that&#8217;s familiar to every tabletop gamer.  Even the most reclusive, introverted dice-roller has the experience of getting together with people around a table to play.  Human beings understand social situations better than just about anything else, so our creativity is broader and deeper in that area.  And I think that&#8217;s the interesting part of roleplaying.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/10/29/the-space-beyond-the-rules/">The Space Beyond the Rules</a>...</p>
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		<title>Some Free Indie RPGs</title>
		<link>http://ludusnovus.net/2008/10/01/some-free-indie-rpgs/</link>
		<comments>http://ludusnovus.net/2008/10/01/some-free-indie-rpgs/#comments</comments>
		<pubDate>Wed, 01 Oct 2008 12:02:35 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[indie rpgs]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=39</guid>
		<description><![CDATA[I recently looked around on the internet for interesting tabletop roleplaying systems that I could read and try out for free. I&#8217;ve yet to play any of the ones that caught my eye for the first time, but I thought that I should share the highlights of my search. In the descriptions, you might see [...]]]></description>
			<content:encoded><![CDATA[<p>I recently looked around on the internet for interesting tabletop roleplaying systems that I could read and try out for free.  I&#8217;ve yet to play any of the ones that caught my eye for the first time, but I thought that I should share the highlights of my search.</p>
<p>In the descriptions, you might see the terms &#8220;simulationist&#8221; and &#8220;narrativist.&#8221;  I&#8217;m using those words to describe how the game approaches the details of its rules.  A simulationist game, in my way of seeing it, is one which offers a realistic and internally consistent world model which provides specific rules for a wide range of things.  A narrativist game, on the other hand, is vague on details; generally, the players and game master can go along with the story, with the rules providing much broader strokes.</p>
<p>Here are the games that jumped out at me, in no particular order:</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/10/01/some-free-indie-rpgs/">Some Free Indie RPGs</a>...</p>
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		<slash:comments>0</slash:comments>
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		<title>Why Should Digital Game Designers Care About Tabletop Roleplaying?</title>
		<link>http://ludusnovus.net/2008/09/24/why-should-digital-game-designers-care-about-tabletop-roleplaying/</link>
		<comments>http://ludusnovus.net/2008/09/24/why-should-digital-game-designers-care-about-tabletop-roleplaying/#comments</comments>
		<pubDate>Wed, 24 Sep 2008 12:00:42 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=44</guid>
		<description><![CDATA[I&#8217;ve made a few posts lately about tabletop roleplaying games. Many digital-games-focused folks may not be very interested in such things, since they seem so different from digital games. As I&#8217;ve said before, tabletop roleplaying games are a synchronous form of digital games. Why does that matter? Simple. Imagine the perfect video game engine. Read [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve made <a href="http://ludusnovus.net/category/roleplaying/">a few posts</a> lately about tabletop roleplaying games.  Many digital-games-focused folks may not be very interested in such things, since they seem so different from digital games.  As I&#8217;ve <a href="http://ludusnovus.net/2008/06/18/character-sheets-an-rpg-primer/">said before</a>, tabletop roleplaying games are a synchronous form of digital games.  Why does that matter?</p>
<p>Simple.  Imagine the perfect video game engine.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/09/24/why-should-digital-game-designers-care-about-tabletop-roleplaying/">Why Should Digital Game Designers Care About Tabletop Roleplaying?</a>...</p>
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		<slash:comments>2</slash:comments>
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		<title>Character Sheets: An RPG Primer</title>
		<link>http://ludusnovus.net/2008/06/18/character-sheets-an-rpg-primer/</link>
		<comments>http://ludusnovus.net/2008/06/18/character-sheets-an-rpg-primer/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 22:53:53 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[GNS]]></category>
		<category><![CDATA[LARP]]></category>
		<category><![CDATA[tabletop rpgs]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=30</guid>
		<description><![CDATA[I haven&#8217;t addressed roleplaying games directly on Ludus Novus much. At first glance, they don&#8217;t fit in with video games all that well, and several times I&#8217;ve used them as a contrast to video games. However, there&#8217;s a distinction that I can make that I think makes them seem less distant. When people say &#8220;roleplaying [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://ludusnovus.net/images/D&#038;Dcharsheet.jpg" alt="A very old version of the Dungeons and Dragons character sheet." title="A very old version of the Dungeons and Dragons character sheet." style="float: right;" /></p>
<p>I haven&#8217;t addressed roleplaying games directly on Ludus Novus much.  At first glance, they don&#8217;t fit in with video games all that well, and several times I&#8217;ve used them as a contrast to video games.  However, there&#8217;s a distinction that I can make that I think makes them seem less distant.</p>
<p>When people say &#8220;roleplaying game,&#8221; they are usually referring to a rules system, often combined with a setting.  To be clear, I&#8217;m referring to &#8220;tabletop&#8221; or &#8220;LARP&#8221; roleplaying games here.  <a href="http://www.wizards.com/dnd/"><i>Dungeons and Dragons</i></a>.  <a href="http://www.skirmisher.com/clive.htm"><i>Cthulhu Live</i></a>.  <a href="http://en.wikipedia.org/wiki/Traveller_(role-playing_game)"><i>Traveller</i></a>.  Each of these seems so much <i>broader</i> than, say, <a href="http://www.half-life2.com/"><i>Half-Life 2</i></a>.  While <i>HL2</i> only offers one storyline, <i>D&#038;D</i> is limited only by the Game Master and players&#8217; imaginations.  However, I think that a better analogue for a video game would be a roleplaying <em>campaign</em>.</p>
<p>I&#8217;ve run my short &#8220;one-shot&#8221; campaign, &#8220;The Dead of Apartment 4C,&#8221; three times.  Each time, a different set of players has run through roughly the same plotline, just like each person who plays <i>Half-Life 2</i> experiences the same potential narrative.  The campaign uses the <a href="http://www.fudgerpg.com/"><i>Fudge</i></a> system for its rules, and I as Game Master have been the referee.  For <i>Half-Life 2</i>, the Source engine is its rule system, and the player&#8217;s computer or console is the referee.  Roleplaying games and video games look a lot more similar when we match a video game title to a roleplaying campaign rather than a system.</p>
<p>After the break, I&#8217;ll do a quick runthrough of some of the RPG theory I&#8217;ve picked up.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/06/18/character-sheets-an-rpg-primer/">Character Sheets: An RPG Primer</a>...</p>
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